Other Notes On John Zorn's Cobra
Other Notes On John Zorn's Cobra
Other Notes On John Zorn's Cobra
Introduction
Bearing some relationship to a "capture-the-flag" kid's game, John Zorn boiled down a lot of
improvisational strategies and organized them in arrays of systems that could easily be cued with simple
gestures. There is not a conductor, per se, but a prompter, who recognizes calls made by members of the
ensemble. The prompter then holds up the corresponding, color-coded cue card for that operation, so all
the ensemble can see and prepare, then gives the downbeat for it to occur. The score lists the action for
that card, and the hand signal the ensemble member must give to request it. It's up to the members of the
ensemble to shape and guide the piece, and the competing strategies give each reading a unique form.
The play starts with the prompter waiting for ensemble members to raise their hands with a suggested
cue. The prompter chooses someone; the player communicates by pointing to a body part from the score
to indicate a certain improvisational system, with a number of fingers raised to define the action to be
taken within the system. In some cases, the player also communicates specific players for that cue.
When everybody's on board, the prompter lowers the card in a clear downbeat to start the music. It's
immediately permitted, but not always good taste, for any player to now make another call. When to
recognize the next call is the discretion of the prompter. The addition of Guerrilla Systems allows a
player to become a renegade and play as he/she chooses, or to take on compadres and subvert the entire
proceedings. Guerrilla Systems are halted by stealth from the rest of the ensemble in a throat slitting
gesture to the prompter that must go undetected by the Guerillas. The game then takes up where it left
off. The play ends with the cueing of one of three end cues, which the prompter will give three chances
to be countermanded. A typical "Cobra" lasts anywhere from one to fifteen minutes, with several
"Cobras" making up a performance.
At this point, a reading of the following annotated score should get you going. In addition, here is a
colored clean up of Zorn's original 1 page score, which doesn't explain anything, but is a good cheat-
sheet for performers.
Links
Cobra
1. POOL players not playing may come in; players already playing
stop or radically change the quality of what they are
playing
2. RUNNER caller selects players to come in at downbeat, others stop
MOUTH 3. SUBSTITUTE those playing must stop; those not playing must come in
4. SUB CROSSFADE those playing fade out while those not playing fade in
1. SOUND MEMORY 1 write down what you're playing; reproduce when called
Palm cues can be flagged off up to 3 times by making another non-ending call.
GUERRILLA SYSTEMS
Lone Renegade just dons a headband and does as they please ... or
SQUAD LEADER + 2 guerrilla raises fist and chooses 2 cohorts whose primary duty is to watch out
for a spy, who can end their reign with an undetected throat slitting gesture to the prompter, who'll hold
up a ? sign to ask the guerillas who did it. They can all impose the following tactics on the rest of the
group:
TACTICS
1. Imitate indefinite (crooked finger "come here" & indicate who)
hand = rhythm
finger = pip
hand = drone
one = intercut
cut = change
John Zorn Oct 9 1984 NYC