Program Notes
Times up. Penultimate round. Let’s do this. Fight begins but this time something is different. We are more evenly matched. Even so, I am slowly overwhelmed. I am pressing, but I know I can’t win that way. I disengage, calm my mind and reflect on all I’ve learned on this journey. Smarter not harder. Turn their strengths against them. My opponent comes back into view. Second round. No more pressing. This time my counters are perfectly timed. Now, for the first time, it is my opponent that gets flustered and over aggressive. Seizing this once in a lifetime opportunity, I pounce with everything I’ve got. The choke sinks in. Just have to hold on until they pass out. My time is almost up but I will find a way to finish this once and for all. Just go to sleep. Go to sleep… Now, I can finally rest in peace.


Performance Tips
The Program Notes do the heavy lifting for this one as well. As the finale of the series, you are encouraged to interpret this with a no holds barred mentality. This is particularly relevant if the pieces have been played in sequence. If the toes were over the line in Invention 4, at least one heel should be over it one in Invention 6.

Moments (Music Gestures)
The villain's entrance music. In some ways the villain is time itself. (m. 1)

Our heroes entrance music. (m. 9)

Round 1 fight bell (m. 16)

Round 1. After a promising start our hero is knocked down. (m. 17)

Reflective section. Regain game face. Stand back up. (27)

Villain closes in for the kill. (m. 45)

Hero makes their final stand. (m. 53)

Villain makes a mistake and our hero pounces. (m. 59)

Hero uses the last of his strength to put the villain down once and for all... then smiles and closes his eyes. (m. 61)