Response
Gbloink!’s music functions at once like a baby’s mobile and a free-improvising percussion ensemble. Nursery-rhyme style repetitions evolve into crunching clusters, then twinkling serial spirals, then nursery-rhyme style repetitions...
... Gbloink!, however is immediately musically perverse. The game-like interface initiates paranoia in the user, who is forced to constantly determine, and repair the block-environment of the balls. Too-high or too low, and the MIDI sounds are muddy and musical. Too-small gaps create annoyingly blurred repetitions. The user is forced to update, to work, (moving ever closer to Repetitive Strain Injury with every mouse click). The user-patrolled environment, while often focused and responsive, can also be annoying. It forces an awareness of the user intentions: ‘is this too tonal? Is this too fast? Is this too clustered?’ These attentions are consistently disrupted and modified as the balls break through the block-walls...
... While the musical results are patently game-like and absurd, there is also a striking sense that the music generated is employable. This author has, in fact, recorded large amounts of free improvisation involving other musicians and the program. There was an even more intense ‘user-paranoia’ during these interactions, for not only did I have to improvise myself, and control the blocks and spaces on screen, but also prevent the generated music from becoming too repetitive or tonal. The interface forces improvisation, and has the same attention to "continual refinement and adjustment" as live music-performance.
-- Tom Rodwell.