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A Practical Guide To

 Gorilla Theatre™ & Micetro™

 

by Richard Ross

 

Preface by

Rebecca Stockley

Illustrations by

Nina Paley and Richard Ross

Published by

Bay Area Theatresports™

San Francisco, California

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First Edition Published 2001
© Richard Ross and Bay Area Theatresports™
Center for Improvisational Theatre, Building B, Third Floor
Fort Mason Center, San Francisco, CA 94123
Phone: 415-474-8935 Fax: 415-474-9385
E-mail: info@improv.org
www.improv.org

Bay Area Theatresports Performing Gorilla Theatre™ & Micetro™ is fully 

protected under the copyright laws of the United States of America, and of all coun-
tries covered by the International Copyright Union (including the Dominion of Can-
ada and the rest of the British Commonwealth), and of all countries covered by the 
Pan-American Copyright Convention and the Universal Copyright convention, and 
of all countries with which the United States has reciprocal copyright relations. All 
rights, including all form of mechanical or electronic reproduction, such as infor-
mation storage and retrieval systems and photocopying, and the right of translation 
into foreign languages, are strictly reserved.

We put this stuff on here not because we are trying to make a whole 

bunch of money, or because we are control freaks. It is because too many people 
lose the rights to their work if they do not specifically state things. All hail the law-
yers.

 

You must be licensed by 

The International Theatresports Institute in 

Calgary, Canada, to perform Theatresports™, Gorilla Theatre™ 

and Micetro™.

For more information or to order Keith Johnstone’s Newsletters 

Contact the International Theatresports Institute

P.O. Box 82084, 1400 - 12 Ave. S.W., 

Calgary, AB, T3C 3W5, CANADA

Telephone 403-246-5496 o Fax 403-249-8670 o E-mail 

admin@intl-theatresports.ab.ca

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I would like to thank William Hall, Paul Killam, Sean 

Hill, Diane Rachel, Sheffield Chastain Kasey Klemm and all 
the people who attended Keith’s intensive sessions at Bay 
Area Theatresports™ over the years for all of their time, 
support and insight. I would like to thank Rebecca Stock-
ley for telling me I should write this handbook in the first 
place. I would also like to thank my wife Libby for her edit-
ing skills and for being nice to me, Ann Feehan and Bar-
bara Scott for their proofing skills, and Bay Area 
Theatresports™ for existing. 

And I want to thank Keith Johnstone for creating all 

the formats, for teaching them to me, and for not lying to 
my face after a bad show.

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A Practical Guide To

 Gorilla Theatre™ & Micetro™

 

by Richard Ross

 

Preface by

Rebecca Stockley

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Table Of Contents

 

P r e f a c e   1
I n t r o d u c t i o n   3
M i s c h i e f   5

 

What is Mischief or Bad Behavior? 5
The Mr. Davies Convention 7
Where To Start For Mischief 8
Running Gags 8
Heat And The Heel 9
Some Random Stuff Keith Said About Mischief And 
Bad Behavior 12
Some Examples Of Mischief 12

 

  D i r e c t i n g   1 5

 

We Direct All The Time 17
What Comes Next 17
Who Should Direct? 18
Some Of Keith’s Coaching Hints From “News 5" 18
Directing Is A Responsibility 18
Scene Lists 19
Directing vs. Side Coaching 19
How Do You Become A Good Director? 19
Concise Directions 20
Setting Up Scenes 20
Going Back 21
Look For Endings 21
Don’t Try To Improve A Scene By Making It More 
Complicated 22
Tell Stories And Use Story Forms That You And The 
Audience Already Know 22
Tilts 22

 

M i c e t r o ™   2 7

 

The Best Game 27
One Big Team 27
Description Of The Game 28
Logistics 28

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Unfairness 30
Ego 30
Why The Numbers 31
Directed Impro? 32
Playing 33
Taking Directions 34
Hosting 35
Directing Micetro™ 40

 

G o r i l l a   T h e a t r e ™   4 5

 

The Other Best Game 45
Not For Beginners 45
One Big Team, Ego, And Unfairness 46
Description Of The Game 46
Four Or Five Directors? 47
Why Time The Directors? 47
Score keeping, Timekeeping And The Scoreboard. 
4 8
The Gorilla 49
Reigning Champion 50
C o m m e n t a t i n g   5 0
Forfeits 54
Throwing In The Towel 57
Be Hungry To Direct 58
Directing Gorilla Theatre™ 58
Fight For What You Want 58
Make It Harder To Get What You Want 59
T h e m e s   6 0
Personas 61
Directing Style 61

 

o n c l u s i o n   6 3
A p p e n d i x   A :   N o t e s   6 5
A p p e n d i x   B :   K e i t h   K e i t h   K e i t h   6 7
A p p e n d i x   C :   A   C o n v e r s a t i o n   W i t h   K e i t h   6 9
A p p e n d i x   D :   S c e n e   l i s t s   7 3

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I n t r o d u c t i o n

A Practical Guide To  Gorilla Theatre™ and Micetro™         Page 1

 

Preface

 

Why This Book?
In San Francisco, there was no “directed” improvi-

sational theatre performed until 1994, when Gorilla The-
atre™ was introduced to the BATS community.

Initially there was a lot of resistance on the part of 

the players to being directed, and confusion as to just how 
to direct. It took several years for directed improvisation 
to be fully embraced as a performance format in Califor-
nia. We hope that others who are exploring directed 
improv might be spared the discomfort, growing pains, 
discussion and anxiety that BATS went through.

We now perform a good deal of directed improv in 

San Francisco—first Gorilla Theatre™, then Micetro™, and 
finally More or Less have come to us from Calgary. The 
players are having fun, and the shows attract audiences.

Rich Ross’ work has been key to the acceptance of 

Micetro™ (and therefore directed improv) in San Fran-
cisco. Since he has taken acres of useful notes on directing, 
I asked him to put together this handbook.

In 1996 in Utrecht, The Netherlands, Keith 

Johnstone learned one morning over breakfast that he was 
expected to direct Theatresports™ that day, with a large 
group of students in front of an audience. He didn’t want 
to. So, he invented the Micetro™ format on the spot to 
accommodate this large group of improvisors.

A few months later, Keith shared the format with 

the students of the BATS Summer School, among them 
Rich Ross.

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In the Fall season of 1996, BATS did a short run of 

Micetro™, calling it “The New Game”. It wasn’t very good. 
Experienced improvisors balked at being directed; inexpe-
rienced improvisors had no idea how to make the show 
work. The format was dropped.

When Rich Ross became co-producer of the Work-

shop Players (the BATS students), he decided to produce 
Micetro™ instead of Theatresports™. He researched every-
thing about the format--exploring the Summer School 
information, going to Calgary to see how they played it 
there, running workshops in directing—and through trial, 
error, and dedication, helped to make Micetro™ a BATS 
format. 

Rebecca Stockley - 2001

P.S. The name of the game is Maestro. Keith’s pen-

chant for animal names in the theatre led him to suggest 
casually that called the game “Micetro” would provide an 
easy logo association; and of course, as often happens with 
Keith’s musings, it was accepted as The Rule.

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I n t r o d u c t i o n

A Practical Guide To  Gorilla Theatre™ and Micetro™         Page 3

 

Introduction

 

Keith Johnstone’s directed impro formats rock. 

They’re fun, they help you improve your skills, and they 
present improv in a different and exciting way to the audi-
ence.

This handbook is meant to support Keith 

Johnstone’s writings on Gorilla Theatre™ and Micetro™, 
not to replace them. To get the basics, please read Keith’s 
“News 5" and “News 6"

 

1

 

 and if you can get your hands on 

it, the paper he wrote called “Gorilla™ and Micetro™”. I 
also recommend “Impro” or “Impro for Storytellers”. The 
more you understand Keith’s views on improv, the better 
you will understand his formats.

Please keep in mind that the examples in this book 

are just that - examples. They are not meant to be “the 
way” to do things. If you try to understand the principals 
behind the examples, you will enjoy the formats more, and 
you will get better at the formats faster. 

 

1. Both are available from The International Theatre-

sports™ Institute, http://www.intl-theatresports.ab.ca

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 Mischief

A Practical Guide To  Gorilla Theatre™ and Mictro™         Page 5

 

Mischief 

 

Mischief or bad behavior is one of the things that 

makes Gorilla Theatre™ and Micetro™ exciting to watch 
and play. In fact, I would say that the formats thrive on it. 
Mischief connects the players and makes Johnstone for-
mats feel different from other forms of improv. If done 
well, mischief makes the show feel like a big, friendly fam-
ily reunion. 

A useful way to think of Gorilla Theatre™ or Mice-

tro™, or even Theatresports™, is as two shows going on in 
the same space of time. One show consists of all the short 
form scenes in the evening. The other is the soap opera of 
the competition. Think of the time “between the scenes” as 
a long form show; you have characters and relationships 
a n d   y o u   g e t   t o   c h a n g e   a n d   r e a c t   t o   e v e r y t h i n g   t h a t   h a p -
pens. This will help to make the show into and event, make 
it different from other shows, and make it wildly exciting 
for the audience.

 

What is Mischief or Bad Behavior?

 

Mischief is basically causing minor trouble or dis-

turbances during a show in a way that makes the show 
better or more entertaining. You can muck with scenes as 
long as your mucking is benevolent and good-natured. 
You can make fun of the other players or yourself; you can 
take the rules too seriously or object to a score between 
the scenes. There are many different kinds of mischief, but 
mischief should never be abusive or designed to destroy a 
scene. You must be helping the show with your mischief, 
not showing off for your own sake.

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Mischief

Page 6                                                                               Richard Ross

 

There tends to be something childlike about mis-

chief, whether it is fun mischief or heel mischief. Bart Sim-
pson is a great example of mischief: he is never cruel or 
mean, his is just playfully wicked.

Have you ever been to a kid’s birthday party? The 

kids do all kind of weird stuff that is funny, at least to 
them, and they seem to be having the time of their lives 
doing it. They are irreverent, they do inappropriate-ish 
things. That is mischief, and it is fun to watch. Of course 
when the mischief goes too far, and someone gets their 
feelings hurt, it is not fun anymore. When the mischief 
gets dangerous, the adults have to put a stop to it.

In Theatresports™ the players are like children 

while the judges are like parents. In Micetro™, the players 
are the children while the directors are the parents. In 
Gorilla Theatre™, the directors take turns being the parent 
when it is their scene. When it is not their scene, they are 
the children. 

A family, and the status within a family, is a good 

way to think about mischief. The kids can go crazy up to a 
p o i n t ,   b u t   w h e n   t h a t   p o i n t   g e t s   p a s s e d   t h e   p a r e n t s   o r  
other siblings must put a stop to the nonsense. So, in a 
show, the directors can control the mischief, but so can 
the other players. 

Once, in a Theatresports™ show, I tried being angry 

with the judges for being grossly unfair. Actually, I was 
yelling at them. The judges were not doing anything to 
stop me (not punishing me, not telling me to sit down, and 
not telling me to stop), I was rapidly running out of things 
to say, and the audience was confused. Paul Killam, my 
teammate, tackled me, and dragged me kicking and yell-
ing, back to the team bench. Paul’s actions did a couple of 
things; I got punished for yelling; it showed the audience 
that we could control each other; it gave some sort of end 
to the mischief sequence; and most importantly, it showed 
the audience that it was all part of the show, rather than 
just an improviser losing it on stage. The audience loved it. 
When I went to argue with the judges later in the show, 

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 Mischief

A Practical Guide To  Gorilla Theatre™ and Mictro™         Page 7

 

Paul was ready, and the audience wanted to see how he 
would handle me this time.

 

M i s c h i e f   c a n n o t   e x i s t   i n   a   v a c u u m .

 

 The per-

son doing the mischief must have someone to play against. 
If the other players and the directors ignore the mischief, 
it just looks odd. The mischief is like any other offer - it 
must be acknowledged and reacted to; if it isn’t it will just 
come off as lame. 

Kasey Klemm did some mischief if a Gorilla The-

atre™ show where he came out and said something like “It 
is hard to be an improv prodigy. I am the youngest ever to 
be in the BATS company and I was voted in because I am 
an improv genius”. The first night he did this the other 
players did not know how to react and didn’t really do 
anything. He stuck with it, but the audience did not know 
how to react and thought that maybe he was just a jerk, 
and the whole thing felt odd. It got better as the night 
went on. The second night he did this, the other players 
quickly reacted, they made faces, said “oh please”, and 
would call him up for scenes but immediately send him 
off. In short, they teased him for being so pompous. They 
acknowledged what he was doing, which let the audience 
know it was in good fun, and allowed him to be the bad 
guy on stage, instead of just a jerk. It worked and it was 
wonderful.

 

The Mr. Davies Convention

 

Sometimes a player will go too far with mischief. It 

stops working, it is offensive, it is getting in the way of the 
scenes. So, there needs to be a way to curb the mischief if 
it gets out of hand. The problem is how do you control 
mischief without crushing the ability to do mischief? 

Graham Davies from Calgary is very good at mis-

chief. His mischief is almost always funny, yet it has gotten 
in the way of the scenes. Graham came up with a way sim-
ple cue for his fellow directors and players to let him know 
if they were sick of what he was doing, if what he was 
doing was going too far, or if it was hurting the show. The 

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Mischief

Page 8                                                                               Richard Ross

 

cue is simple: call the person doing the mischief by their 
formal last name, Mr. Davies. Mr. Hall. Ms. Stockley.

The beauty of this cue is that it allows the people 

doing the mischief to go as far as they want, to be unre-
strained in the mischief, while giving the other players a 
way to tell them they have gone too far. The cue is easy to 
hear, because it is very different from the way improvisers 
n o r m a l l y   a d d r e s s   e a c h   o t h e r .

Shana Merlin from “We Could Be Heros” in Austin 

was directing in a rehearsal and the entire cast was getting 
out of hand. They kept forcing their way into the scene set 
up. She said something like “Mr. We Could Be Hero’s, I 
would like to start the scene”. It was great because up until 
that point what they were doing was fun, they all heard 
the cue, and she was able to get the scene going.

 

Where To Start For Mischief

 

I suggest you start with some characteristic of your 

personality and amp it up. It is easier to expand something 
you already have, than to force a new personality on your-
self. If you are enthusiastic, be even more so. If you are a 
control freak, try to be in charge, or be hyper aware of the 
rules. If you are confident, become a little pompous. If you 
express yourself physically, take that a little farther. Just 
don’t forget that your mischief should not be wrecking 
scenes, or slowing down the show, it should help the show.

Don’t just blindly copy someone else’s mischief. 

Copying tends to make mischief seem forced rather than 
spontaneous. It is like putting on someone else’s tailored 
suit - it may fit you but it will look odd. Your mischief 
should come from you. This is not to say you shouldn’t 
learn from other people’s mischief, or that your mischief 
will not be similar to theirs. Just try to think about it and 
make it your own.

 

Running Gags

 

 Sometimes someone will enter scenes as a charac-

ter from a previous scene, and the director will send them 

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 Mischief

A Practical Guide To  Gorilla Theatre™ and Mictro™         Page 9

 

off. The audience laughs, the scene is not ruined, and the 
audience sees that everyone on stage is good-natured. It 
seems as if this is only acceptable in the first thirty sec-
onds or so of a scene. It is important to not enter with a 
gag because you think it is funny; you should only be 
entering because it will make the show better.

 

1

 

Once the 

scene is going, entering with the gag is too intrusive and 
derailing to the scene, while the early entry is not really 
stopping the momentum of the scene. Entering with the 
gag to end a scene may be a helpful option. 

 

Heat And The Heel

 

From Keith Johnstone’s “Gorilla and Micetro”:

 

“‘Heat’ is a wrestling term meaning uproar among the 
crowd, and wrestlers create it by self-aggrandizement, 
a n d   b y   s e e m i n g   t o   p u m m e l   t h e i r   o p p o n e n t ’ s   p e r f e c t l y  
healthy but heavily bandaged arm. In Gorilla The-
atre™

 

2

 

 heat is usually generated by the performers 

behavior between scenes and by their interactions with 
the ‘directors’.”

 

To generate heat, you need to give the audience 

permission to boo and yell at you, and to love to hate you. 
Booing is good. When the audience boos a director in 
Gorilla Theatre™ (or at an incorrect score in Micetro™), 
the energy in the house goes way up, and generally they 
all laugh a lot at the end of the booing. The audience gets 
more interested in the show if they get to boo as well as to 
cheer. There is no feeling like having the audience boo you 
when it is your turn to direct in Gorilla, but give you a 
banana because your directing was so good. An example of 

 

1. Keith’s comments: “Dubious value [of such a gag] 

establishes the expectation of stupidity [for the audi-
ence].

2. I believe this description of heat holds true for Micetro 

as well

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Mischief

Page 1 0                                                                               Richard 
Ross

 

giving the audience permission to boo is the reigning 
champion in Gorilla Theatre™ taking the stage at the 
beginning of the show proclaiming arrogantly “the simian 
will be mine again”. 

The heat in Micetro™ is slightly different from that 

of Gorilla Theatre™ because there are so many players on 
stage. You may not necessarily want to be a heel, but you 
may want to do some heelish things to generate heat

 

3

 

.

Sheffield Chastain was in a scene early in a Mice-

tro™ that got a 5. As the next scene was being set up, he 
came onstage, pointed at the players and said in a cocky 
way “You’ve got to follow the five”. This set him up as the 
heel and he continued to be arrogant for the rest of the 
show.

The heel is the person you love to hate. There is a 

fine line here between the audience loving to hate you and 
just not liking you. Somehow, you need to convey that the 
mean attitudes you are using are all in good fun. It is diffi-
cult to explain how to do this, so I suggest you watch peo-
ple who are good at it. They seem to have a gleam in their 
eye that lets you know it is all in good fun. They also don’t 
always win the status battles with the other players, which 
makes them seem genuine and vulnerable in a way that 
engenders the “all in good fun” feeling.

One night in Gorilla Theatre™, Paul Killam played 

Director X and wore a Mexican wrestlers mask the entire 
show

 

4

 

. He would strut on the stage and claim that he was 

going to win the gorilla. He would command the players 
o n t o   t h e   s t a g e   a n d   c o m m a n d   t h e m   i n   t h e   s c e n e s   i n s t e a d   o f  
nicely directing them. The audience did not like him, but 

 

3. Keith’s comments: “It is awful when someone does 

‘heat’ when they have nothing else to offer. ‘Heat’ is 
o n e   e l e m e n t   a m o n g   m a n y   o t h e r s ”

4. Keith had some issues with the Wrestlers mask; “The 

makes might have worked if he hadn’t been a player in 
scenes. But to play each scene in the mask - in the 
same mask - seems pointless. ‘Heat’ should seem to be 
playful, not a ‘put on’.

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 Mischief

A Practical Guide To  Gorilla Theatre™ and Mictro™         Page 1 1

 

they loved not liking him. I threw him out of a scene 
because he was not playing it the way I wanted and he 
t u r n e d   a n d   s t a r e d   a t   m e   i n   t h a t   “ h o w   d a r e   y o u   d o   t h i s   t o  
me” way. Under his breath he said, “I will kill you”. The 
audience was leaning forward waiting to see what would 
happen. Would he attack me? Would I put him back in the 
scene? That’s heat. I stood up to him and he backed down 
and the audience loved it. Later in the show, all the direc-
tors were messing with him by finding ways to come into 
his scene when he didn’t want them too. It was like King 
Kong fighting off the biplanes. The great Director X had 
lost control! Finally he had enough when I knocked on the 
d o o r   a n d   e n t e r e d   t h e   s c e n e ,   a n d   t u r n e d   t o w a r d s   m e ,   f o r -
getting all about the scene, and yelled “Kill You”, and 
attacked me. We wrestled out way off stage and I got away 
from him. It was a great way to end the show.

Dan Klein was another great heel. He claimed that 

he would win the gorilla because he knew what the audi-
ence wanted to see, and that was audience members in the 
scenes. He brought people up and directed great scenes 
with them, and the audience gave him forfeits because 
they did not like being told they had to like him! What 
made it so wonderful were his reactions. He looked 
shocked, he told them he was shocked, but he kept trying. 
The scenes were great and when the audience finally gave 
him a banana they went crazy with cheering. It was awe-
some.

For the heel mischief and heat to work the other 

people onstage must react to what is being done. Whatever 
the heel is doing is an offer, and if an offer is ignored it 
just lies there like a dead fish.

Of course, not everyone can be a heel in the same 

show. The heel needs someone to play against. So we need 
some kind of “good guy” to battle the guy we love to hate.

Being the heel can be hard for several reasons. 

Mainly because you are trying to get the audience to not 
like you. This is generally difficult for improvisers because 
we are trained to be good-natured, so the audience likes 
us. The other reason it seems to be hard is because it is 

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Ross

 

tricky. You need to get the audience to not like you, but in 
the way that makes them love not to like you, not just 
think you are a jerk. Give being the heel a try, it can be 
rewarding, fun, and it can open up a whole new way of 
being onstage. 

 

Some Random Stuff Keith Said About Mischief And 
Bad Behavior

 

•  If 2 people are asked for, 10 should rush up - but 
not always.
•  Anxiousness may disappears with mischief.
•  There becomes no division between the playful-
ness and the work, depending how playful it is.
•  The directors are lion tamers and the beasts are 
always pawing at them.
•  It should look difficult for the directors to control 
actors, but it shouldn’t look malicious – cannot look 
mean – just high spirits.
•  Said secretly to the players - “Mess with me, screw 
me up” - when directing.
•  It’s about putting up a good show, not shining.
•  Be ready to jump into a scene if you are needed, 
as a character or an offstage voice.

 

Some Examples Of Mischief

 

•  Dennis Cahill intentionally mocked the judges in 
a Theatresports™ show until they made him go 
backstage for two minutes.
•  Fall in love with someone on the stage or in the 
audience and keep trying to get them to go on a 
date.
•  Once, in Micetro™, I was eliminated in the first 
elimination. I kept my number and from time to 
time would show up onstage when the directors 
called out the players.
•  Be outraged at other peoples score.
•  In Micetro, go onstage every time players are 
called out.

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 Mischief

A Practical Guide To  Gorilla Theatre™ and Mictro™         Page 1 3

 

•  In Micetro, stay onstage after you are eliminated.
•  In Micetro, give yourself extra points.
•  In Gorilla, steal another player’s banana.
•  In Gorilla, if a player gets a forfeit, brag that you 
will now show everyone a good scene.

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Mischief

Page 1 4                                                                               Richard 
Ross

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Directing

A Practical Guide To  Gorilla Theatre™ and Micetro™        Page 1 5

 

 Directing 

 

An E-mail conversation between Rich Ross and John 

X Heart about Directing Micetro™, but the ideas are also 
applicable to Gorilla Theatre™.

 

X>   H e r e ' s   m y   q u e r y ,   w h a t   a r e   t h e   t r i c k s  

o f   t h e   t r a d e ,   i n   y o u r   o p i n i o n ,   f o r   t h e  
d i r e c t i n g   o f   t h e   M i c e t r o ™ ?

 

RR>First and foremost, follow your instincts. I 

will write it again, it’s that important. Follow your 
instincts. Immediately. You know what is right, and 
y o u   h a v e   t o   j u m p   o n   i t   t h e   m i n u t e   y o u   t h i n k   o f   i t .   I f  
you don't the scenes will get out of your control. I 
still forget to do this and it pisses me off.

 

X>   B y   t h a t   I   g u e s s   I   m e a n   w h a t   h a v e   y o u  

f o u n d   t o   b e   t h e   f u n   a n d   u s e f u l   t h i n g s   t o   d o  
w i t h   t h o s e   s c e n e s ?

 

RR>Getting players to do things they generally 

avoid, or are scared of is fun. Setting up scenes that 
i n t e r e s t   m e   ( b u t   n o t   b e i n g   w e d d e d   t o   m y   t h o u g h t s )  
m a k e s   t h e   s h o w   m o r e   f u n .

 

X>   D o   y o u   g e n e r a l l y   h a v e   g a m e s   o r  

t h e m e s   i n   m i n d   b e f o r e   y o u   s t a r t ?

 

RR>No games. Don't do games, or what Keith 

calls "lock ins". Instead of setting up a new choice 
game, play the game somewhere in the scene. Play 
the game without naming it. Say "new choice" as a 
direction. That way you are not locked into doing a 
scene that sucks because it should be going its own 
direction, but it can’t because it is locked into the 
game. If you get a laugh I will replace you, you can 

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only say yes, that’s right, sounds good to me, and 
stuff like that should also be used, but should not 
be played as lock ins. You should only set up game 
for variety if the show needs it.

Before each show I make lists. Current events, 

Platforms, tilts, Platforms specific tilts, directions 
(ones I tend to forget like slow motion, back it up 
to..., or freeze), relationships, lock in games - to not 
be played as lock ins but used as direction, solo 
scenes, accents. These list are short, if you do one 
scene that draws from each list you have a well-
rounded show, and I make them before the show. I 
used to make huge lists at home just for practice.

Have all kinds of themes, but remember these 

are just starting points and you should not be wed-
ded to your idea. Gorilla is about the directions 
vision, Micetro™ is about making the scene onstage 
work.

 

X>   W h a t   h a v e   y o u   f o u n d   u s e f u l   i n   s h a p -

i n g   t h e   s h o w ?

 

RR>Having a sense of shape of show. Duh! Also, 

a list of scene types you want to do, that make up a 
good show, and go through them. Group, physical, 
verbal, solo, two person, cultural, fun, and more. 

 

X>   I s   a   p a r t i c u l a r   s t y l e   o f   d i r e c t i n g   m o r e  

p r o d u c t i v e   t h a n   a n o t h e r ?

 

RR>Yes. Aggressive. You have to not be afraid to 

push the scene around. You know what is right, or 
you wouldn't be directing. Your job is to make 
scenes good and you must be able to control the 
scene WHEN it needs it. Tentative directors, well, 
suck. By the time they decide to do something, the 
scene is gangrenous. Don’t sit on your calls. You 
don’t have to be a dick; you just need to get it done. 
Don't over direct, and shut up when something 
interesting is going on.

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Directing

A Practical Guide To  Gorilla Theatre™ and Micetro™        Page 1 7

 

We Direct All The Time

 

In a sense, we direct all the time. When you are 

watching improv, theatre, TV, or a movie you are con-
stantly making up stories in your head about what is going 
on and where you think the story is going. This is one of 
the ways you stay interested, and if what actually happens 
is too far outside what you think should happen, or what 
you have been lead to expect to happen, you change the 
c h a n n e l .

Keith calls this the “circle of possibilities” or the 

“circle of expectations”. Given the initial information in a 
scene, there are only so many things that make sense to 
come next. As more information is given, the circle of pos-
sibilities gets smaller. As offers get farther from the center 
of the circle, they become less satisfying to the people 
watching the scene. 

For example, imagine a scene set up on a lifeboat. 

Immediately a whole bunch of stuff springs to mind that 
you might expect in the scene: dehydration, starvation, 
sharks, desperation cannibalism, struggle for the flare 
gun, mermaids. Most people would, and should, be 
unhappy with an offer of having a party on the lifeboat, 
because it is way to the outside of the circle of expecta-
tions. 

The point is, be obvious when you are in scene or 

when you are directing one. If you make sure the obvious 
thing comes next in the scene, you can’t go wrong. 

It is important to note that “obvious” is different 

for different people. What is obvious to me may not be 
obvious to you. However, if you do go with what you think 
is obvious, chances are that choice will be within most 
other peoples “circle of possibilities”. 

 

What Comes Next

 

It is easy to know what has to happen from the out-

side of a scene, but harder from the inside.

If you have played "What Comes Next", you know 

what I am talking about. In "What Comes Next", it is easy 

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to know what the scene needs from the audience, slightly 
h a r d e r   w h e n   y o u   a r e   o n   t h e   c o m m i t t e e   o f   3 ,   e v e n   h a r d e r  
w h e n   y o u   a r e   t h e   c o m m i t t e e   o f   1 ,   a n d   e v e n   h a r d e r   w h e n  
you are telling yourself what comes next.

I try to get into the mind set of an audience mem-

ber when I am directing. Or, I pretend that I am just watch-
ing a scene from the audience, or watching TV in my living 
room. At home I “interact” at the TV all the time because 
the characters don’t do what should come next. Pretend 
you are in your living room watching TV and trust your 
own instincts.

 

Who Should Direct?

 

Keith Johnstone says it perfectly in “News 5" 

“Gorilla Theater™ [directing] is not for beginners, and 
even a good improviser may be a poor coach. ‘Directors’ 
need to understand the art of story-telling, and they must 
be able to identify the defenses that the improvisers are 
using, and intervene to remove them”. 

 

Some Of Keith’s Coaching Hints From “News 5"

 

1

 

 

 

• Eliminate ‘Bridging’
• Force Transitions
• Remove defensive Blocking
• Enforce a ‘Positive’ attitude
• Combine elements
• Remove Cancling
• Enforce Recapitulation [reincorporation]
• Suggest ‘corrective’ games
• Explore latent material

 

Directing Is A Responsibility

 

The director is the critical position in the show. It is 

your duty to prepare all you can before a show. You need 
t o   t h i n k   a n d   p u t   t h e   m e n t a l   e n e r g y   i n t o   l e a r n i n g   h o w   t o  

 

1. Read News 5 for detailed discussion of these hints.

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direct. Think about how and what you are going to do as 
director. You are asking the players to trust you totally, to 
instantly do what you tell them to do, to believe you are 
there to help then – the least you can do is prepare ade-
quately.

 

Scene Lists

 

I make lists of types of scenes and directorial aids. 

Group scenes, hoops, platforms, solo, platforms, relation-
ships, tilts, platform specific tilts, games, genres, mantras, 
open tilts, mechanical endowments, character types, titles, 
movement, current events, movie styles, play styles, etc. If 
we do a scene from each list in a given night, the show 
c a n n o t   h e l p   b u t   b e   w e l l   r o u n d e d .

Making lists is like practicing martial arts tech-

niques. You work the parts over and over again so they 
become second nature. If you make lots of lists like the 
ones above, you are more likely to recall something from 
the list while you are directing in a show. They also make 
great reference material. I think generating lists is critical 
to becoming a good director.

 

Directing vs. Side Coaching

 

The difference is intent. In side coaching the play-

ers are in control, and the coach is just trying to help. 
When you direct, you are in control. It is your scene, and 
your responsibility to make it good, and sometimes you 
will have to grab the scene by the throat and shake it back 
on track. 

 

How Do You Become A Good Director?

 

Read Keith’s newsletters. Think about what makes 

good improv. Put the mental energy into getting better. 
The role of director can be practiced. To learn to be a good 
director you can’t just practice it a couple of times in a 
class, or rehearse it a few times at a workout. You need to 
think about it. You need to talk about it. You need to want 

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to get better, because it doesn’t just happen by itself. What 
worked for me was generating lists. Think about scenes 
while you are driving. Think about what is going on in 
your life. Look for platforms and tilts in TV shows and 
movies. Keep a notebook with you at all times and write 
stuff down when it comes to you. Research. Even now, 
when I think I have a handle on directing, I am constantly 
thinking and writing. Sheffield Chastain read TV Guide 
religiously. Understand platform, tilt and short form 
improv in general. Practice, prepare, rehearse.

 

Concise Directions

 

Directions need to be given in a clear, short, under-

standable manner. This is hard to do. “I didn’t know what 
you wanted” is something you don’t want to hear from the 
actors. Being concise lets the players know exactly what 
you want immediately. They will love to be directed by 
you, because they understand what you want. If they trust 
you they will feel that they can do or say anything.

Concise directions are also less intrusive to the 

scene. As is waiting for a natural break in the dialogue 
before giving your direction. If you wait for the break, you 
a can avoid talking over the players, and if you wait, they 
may say what you are about to tell them to say on their 
own. Giving directions is like entering a scene: sometimes 
you know you have to do it, but if you wait just a second 
your entrance will be more powerful.

 

Setting Up Scenes

 

You also want your scene set ups to be concise. If 

you are talking for more than 30 seconds you are proba-
bly confusing everyone with too much information. 

You should only give enough information to make 

the actors comfortable so they stop thinking and impro-
vise. You don’t want to give extraneous details or too 
much information, because that is what the actors are for – 
to fill out the scene. If you are giving them too much info, 

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you might as well just write a script for a sketch show. Just 
give them enough to get them going in the right direction.

 

Going Back

 

Rewinding the scene 20 seconds or so to the point 

where it went off track is one of the most difficult things to 
do while directing. It just feels odd to stop the scene from 
going forward. It is, however, sometimes necessary. When 
you get the impulse that the scene is going in the wrong 
direction, you should deal with it immediately. If you 
don’t, not only will the scene continue to spin out of con-
trol, but you may start not paying attention to what is cur-
rently going on in the scene. Then you don’t know if you 
should stop the scene because maybe the players got it 
back on track - but you are unsure because you weren’t 
paying attention - which makes it even harder to go back 
and get the scene on track. So, trust your impulses, and act 
on them quickly.

 

Look For Endings

 

Directors should always be looking for endings.

 

2

 

 

Always be asking yourself “How do you get out of this 
scene?” Look for a good laugh or some reincorporation or 
a good summation line and then wave the scene down. 
Endings are so important. Many scenes go on way to long, 
and we can stop this. 

Examples of things to say to encourage endings:
• Find an ending. 
• Repeat the last line with confidence.
• Let whatever happened sink in. 
• Find a way to leave.
• Hug
• T o u c h   h e r / h i m
• Kiss

 

2. Keith’s comments: “[directors] should be looking of 

tilts. Everyone should be looking for endings.

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Don’t Try To Improve A Scene By Making It More Com-
plicated

 

When you are directing, you should be looking for 

ways to reincorprate what has come before in the story 
instead of piling on the offers. Adding more to a scene 
does not help it just gives you more to deal with. Simple is 
better. You really only need one interesting idea in a 
scene, so instead of adding to a scene that is tanking, try 
to use what is already there.

 

Tell Stories And Use Story Forms That You And The 
Audience Already Know

 

People love to watch stuff they are familiar with. 

Familiar stories are easy to absorb. Audiences feel good 
when they’re right about what is going to happen. If you 
hit on a story structure that you are familiar with, don’t be 
scared to go with it.

The format “Once upon a time…And every 

day…Until one day…Because of that…Because of 
that…Until finally…Ever since that day…” is a great one. 
Don’t be afraid to use it. Simple is good. 

 

Tilts

 

Keith has written a whole bunch of stuff about tilts 

in “News 6". Read it. What follows are some different ways 
to think about what Keith wrote.

•  A tilt is an offer that changes the relationship of 
the characters on stage.
•  A tilt scene is a scene where the tilt is the signifi-
cant offer of the scene. The idea is to set up plat-
form for the scene in which not much happens 
until the tilt. In a tilt scene you want the tilt to be a 
strong tilt.
•  A platform is the first part of the scene in which 
we get to know who is in the scene, what their rela-
tionship is, where they are, and maybe what their 
objectives are. CROW stuff. Basically, we get to see 

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the characters in the scene in their normal, boring 
e n v i r o n m e n t s .
•  In a platform/tilt scene we see the impact of the 
tilt better because we have a good idea of what life 
was like before the tilt.
•  There are strong tilts and weak tilts. In a tilt scene 
we want the tilt to be as strong as possible. Keith 
describes it as a large rock being dropped into a 
small puddle. When this happens, the pond, or the 
scene, is undeniably changed.
•  The reactions to tilts are critical. The relationship 
between the characters can only change if the char-
acters react to the tilt. In many ways the weight of 
the tilt can be attributed to the reaction of the 
tilted. If you over accept an offer, it can become a 
stronger tilt. If you are not affected by an offer, it 
becomes a weaker tilt.
• Tilt scenes are nice but all scenes do not have to 
be tilt scenes.

The trick to setting up a tilt scene is to have no 

clever ideas happen in the first 30-45 seconds of the 
scene. The audience will be content to watch very little 
happening on stage for this amount of time because they 
believe something significant will soon happen. They are 
content to get to know what the scene is about for a while. 

However, there is a point in a scene where some-

thing has to happen. We have all felt it as improvisers and 
as audience members. Once we understand characters, 
relationships, objectives, and where, the scene needs to 
move forward. Try to identify that moment and try not to 
stretch the platform beyond it.

Setting up a scene with a specific tilt in mind can be 

tricky. You need to make sure the players don’t do any-
thing interesting, because then the scene will be about that 
interesting thing. If I have a particular tilt in mind, I need 
to figure out what the platform for that tilt will be. If I 
can’t set up the platform, there is no way I can make the 
tilt happen. Keith lists lots of tilts in “News 6" and in 

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“Impro for Storytellers”. To make these lists useful for me, 
I had to make corresponding lists of platforms to go with 
the tilt. 

For example, the “Discover your roommate is an 

alien” tilt can only be a strong tilt if the platform has been 
set. To set up this tilt, I would set up the platform by tell-
ing the improvisers “You are two roommates fixing din-
ner”. If they do interesting stuff, I might say “too 
interesting” or “be less interesting” or “just be normal”. 
Once we have the idea that these are just two normal 
roommates, the tilt that one is an alien should have a big-
ger impact. 

Most of the time you don’t want to tell the audience 

or the improvisers what the tilt is when you are setting up 
the scene. First, the scene will probably just be bridging to 
the tilt. And second, you are locked into the tilt. If you 
keep the tilt in your pocket, you can disregard it if some-
thing brilliant happens onstage, and the scene is moving 
f o r w a r d   i n t o   t h e   u n k n o w n .

The idea of platform is useful in non-tilt scenes. We 

let the audience know what the scene is about. We estab-
lish genre, time (roman, contemporary, future), style, lan-
guage, etc. Basically, we are easing the audience into the 
scene. 

 

Some More Thoughts On Directing

 

•  Some of the best directed scenes happen when 
the director has to say almost nothing after the set 
u p .
•  Sometimes a director will have to supply every 
line in the scene.
•  Don’t forget about the theatrical elements of the 
theatre. Use the lighting, the sound system and 
whatever props are around to create different feels 
for your scenes.
•  Trust your instincts and don’t sit on your calls. If 
you are thinking it, the audience is probably think-
ing it as well.

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•  If someone enters a scene at the wrong time, send 
them off.
•  If people are making too many offers in a scene, 
s t o p   t h e m .
•  Look for players who look lost or confused and 
t r y   t o   h e l p   t h e m .
•  Look to keep the promises that have been made at 
the beginning of the scene.
•  You might want to direct a lot at the beginning of 
the show to let the audience see that the players are 
o.k. with being directed.
• If an action is completed, you might consider it to 
b e   t h e   i n t r o d u c t i o n .

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Micetro™

 

The Best Game

 

Micetro™ is the best game because:
•  People of all skill levels can work together.
•  The game has different roles, so everyone is con-
stantly learning.
•  New and experienced improvisers can experiment 
(with trusting their instincts, exuding energy, work-
ing on new characters, mischief, being bolder, mak-
ing positive choices or learning when it is o.k. to 
break the rules of thumb) because if the scene goes 
goofy, the directors will fix it. 
•  You can ask the director to push you in any direc-
tion you want to be pushed that evening. 
•  Directing makes you a better improviser. 
•  When you are eliminated, you learn to be humble 
and enjoy knowing you had a part in a good show. 
•  Winning the match makes you feel great. 
•  Losing the match, but knowing you helped make 
a great show, feels great too.

 

One Big Team

 

The main theme running through this discussion of 

Micetro™, is that everyone should be playing for the good 
of the show. I have, and have seen others, get eliminated 
on purpose because it makes the show better. If you can 
make the show better not only will the audience enjoy the 
show more, but also your fellow players will love you. So, 
focus on making the show good, rather than on making 
yourself look good.

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Also, trust the other players and the directors, even 

if you don’t think they are “good”. You have no choice but 
to work with them and the show will be better and every-
one will feel better if everyone works together. Everyone is 
learning and no one is perfect

 

1

 

It is wasted effort to be pissy about being in a scene 

with or being directed by someone you don’t think is 
“good”. It is better to use that energy to make your own 
play better. It works. Just decide to trust everyone. Really. 
Stay away from the dark side and bring up any “feelings” 
you have in notes after the show or with those people you 
have “feelings” about in private. The shows will be better 
and you, and everyone else, will have more fun.

 

Description Of The Game

 

In Micetro™, individual improvisers compete in 

directed scenes for points given by the audience. After 
each round of play, low scoring improvisers are eliminated 
from competition, until only the evenings best, the Mice-
tro™, wins a framed five dollar bill.

 

Logistics

 

The players should enter and line up on the edge of 

the stage in ascending order of the numbers so the audi-
ence can get a good look at everybody.

The players gather on stage right until they are 

called into a scene or join a scene. After they have per-
formed in a scene, they move over to stage left. When the 
round is over, all the players cross back to stage right for 
t h e   n e x t   r o u n d .  

At BATS sometimes we have the players waiting 

stage left and right in the wings, sometimes in the moat in 
front of the stage, sometimes in the seating area audience 
left and right, and sometimes right on the stage. All these 

 

1. Keith’s comments: “Accept that you learn by playing 

the game, and that when you start everyone is a begin-
ner. Always use the best directors available”

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positions will work, and have their pros and cons. For 
example, being in the wings gives the players easier access 
to the stage, but hides them from the directors. Try it dif-
ferent ways and see which works best in your theatre. The 
i m p o r t a n t   t h i n g   t o   r e m e m b e r   i s   t h a t   t h e r e   s h o u l d   b e   a n  
easy separation between players who have gone in a round 
and players that haven’t.

The first elimination comes at the end of the second 

round. This is to show the audience how the game works. 
Going through three rounds before the elimination is just 
too long. The interval comes in the middle of the third 
round. This gives the audience some suspense as to who is 
going to get eliminated and they want to come back after 
the interval. The first half should run 50 to 60 minutes. 
T h e   s e c o n d   h a l f   s h o u l d   r u n   3 0   t o   4 0   m i n u t e s

 

2

 

.

In general, scenes in the first half should be less 

“gamey” (games can make it hard for directors to give 
direction) and more concerned with doing good scene 
work. Feel free to have the first half scenes involve only 
two players – especially if there is a small cast that 
evening. It is not necessary to always have group scenes to 
“get through” the first two rounds. Good shape of show 
should be the goal. 

When all but 3-5 players have been eliminated the 

last round begins. Often, the last round consists of solo 
scenes. Don’t be afraid to have all the soloists do a solo 
scene from nothing. The audience wants a chance to com-
pare to players for their “Micetroness” and a good way to 
achieve this is to have the players perform the same type 
of scene. There should also be some solo scenes in other 
parts of the show. 

At the end of the show everyone who is eliminated 

should rush the stage to congratulate the Micetro. The 
show is supposed to be good-natured competition; make it 
feel that way. 

 

2. The important thing is that the second half feels 

shorter than the first.

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Unfairness

 

Keith intended Micetro™ to be an unfair game. Be 

prepared for it. Sometimes the audience will vote a scene 
low just for fun. Sometimes you will be in a scene that 
tanks because the directors are not “on” at the moment. 
Sometimes you will play with people whom you feel are no 
good and dragged the scene down. Sometimes you will be 
eliminated because the scorekeeper made a mistake that 
nobody else caught. Sometimes somebody will get to the 
final round simply because they had a solo scene early in 
the show (and solo scenes almost always get high scores). 
Forget about the unfairness. The point is to put on a good 
show for the audience, and get better at improv, not to 
shine.

 

Ego

 

To make Micetro™ work it is critical that everyone 

involved let go of their egos and work for the benefit of 
the show. This is especially important for players. Realize, 
and get used to the idea, that you may only be in two 
scenes on a particular night. Be happy in the knowledge 
that the scenes you were in, no matter how good or bad, 
help the show

 

3

 

. A good scene makes the show better by 

being good, and bad scene make the show better by show-
ing the audience that sometimes improv does not work, 
a n d   t h a t   g o o d - n a t u r e d n e s s   a b o u n d s   i n   t h e   c a s t .  

In another type of theatrical production, you may 

only have one line to say in the whole show. You would 
show up to weeks of rehearsals, be at the theatre three 
hours before you went on and you would say your one 
line, be done and be happy about it. Enjoy the scenes you 
are in, instead of being bitter you are not in more. The two 
scenes in the evening are not your last two scenes, there 
are more shows coming up. Remember that your goal is to 
m a k e   t h e   s h o w   g o o d ;   b e   p r o u d   t h a t   t h e   a u d i e n c e   e n j o y e d  

 

3. Keith’s comments: “To hell with the show - work for 

the good of the scene”.

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the show you helped make, regardless of how many scenes 
you were in. Without you, the show would not be as good 
as it was.

People who are “better” tend to get eliminated later 

in the shows consistently. Some players who think they are 
“better” get eliminated at the first elimination, and get 
pissed off about it. Don’t. If you are getting eliminated at 
the first elimination consistently, it may not be because 
the game is unfair and the directors’ suck and you were in 
scenes with “bad” people, it might be because you are not 
as “better” as you think. The audience, over time, is a good 
judge of skill, trust them and learn from them. If you keep 
getting eliminated, do something different: more mischief, 
more character, look happier, open your eyes more, do 
more accents, do less accents, calm down, etc. Talk to 
other people for more ideas on what you could do better. 
After all, in improv you should always be learning.

Remember that you are not being eliminated 

because you are a bad person or you are a bad improviser. 
You are being eliminated because that particular audience 
did not like the scenes you were in, on that particular 
night for particular reasons germane to a particular show. 

 

Why The Numbers

 

In Micetro™, the players all wear pennies with num-

bers on them. According to Keith, having players wear 
numbers is critical to the format, and I agree. The num-
bers allow the audience to instantly identify the players 
with their score on the score board. There are too many 
players onstage for the audience to remember names or to 
connect those names to faces. 

Also, the numbers tend to make the players into a 

group instead of individuals for both the audience and the 
players. A group tends to act in the group’s best interests, 
while individuals tend to want to be liked by the audience.

The numbers also make the show look different 

from any other improv show. 

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Think of Micetro™ as a horse race (I think it would 

be great to have bookies taking bets before the show and 
during the interval). Now, imagine going to horse race and 
trying to see if your horse is winning if the horses are not 
w e a r i n g   n u m b e r s .   T h e   n u m b e r s   m a k e   t h e   s h o w   m o r e  
accessible to the audience. Wear the numbers.

 

Directed Impro?

 

The directors are there to direct because Micetro™ 

is a directed format. It seems weird to write this, but if you 
really don’t like directed improv, and you have in your 
heart of hearts really given it a chance, then you should 
ask yourself why you are participating in the format. If 
you truly hate it, don’t do it.

Directing is the directors’ job, know that they are 

going to do it. You may be going somewhere brilliant and 
the director will direct you to take the scene in another 
direction. Go where the directors take you. Disagreeing 
with the directors rapidly undermines their role in the 
show. Disagreeing with the directors, breaking the scene 
and telling them you know where you are going, should be 
done only if you have a whole lot of experience in the for-
mat, and even then almost never. Remember, the directors 
are to blame for the scene, not the actors in the scene, and, 
after all, this is only one scene of the thousands you will 
perform during the rest of your life.

Directing in Micetro™ is different that directing 

Gorilla Theatre™. In Gorilla Theatre™, the director is con-
cerned with getting their vision on stage. In Micetro™, the 
director is concerned with making what the players do 
look good. Micetro™ is about the players and Gorilla The-
atre™ is about the directors. So, in Micetro™ it is impor-
tant for the directors to pay attention to what is going on 
onstage, and if it is working drop their idea, and let the 
scene work.

Some players worry that directed improv doesn’t 

look improvised to the audience

 

4

 

. Don’t worry, it does. 

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Once the setup is given it is clear that everyone is flying by 
the seat of their pants.

 

Playing

 

Micetro™ can be played with 10 – 50 players. Any-

thing above 15 is a lot, and the directors will have to do 
many group scenes at the beginning of the show, and 
there will have to be large eliminations. There is nothing 
wrong with this. I like 12-14 players, because there can be 
more “scene” scenes at the top of the show. With 10 or 
less, the energy of the eliminations seems to get lost.

 

5

 

Players need to trust the director. They need to hit 

the stage with enthusiasm and look confident. Players 
should have something in mind for the scene in case the 
directors ask. 

Most importantly, the players need to remember 

that the directors are there to direct them, not to tell them 
what to do – a player must play the scene as if there is no 
director, making choices and following the story of the 
scene and integrating the directors directions seamlessly. 
Play the scenes as if there is no director, and pay attention 
to shape of show. If you know what comes next shape-of-
show-wise, tell the director you have an idea when you are 
called out. At the same time, don’t forget the directors are 
there and you can ask them for help if you are lost.

Don’t be afraid to join a scene in progress if you 

have a call. If the directors don’t want you in the scene 
they will send you back. This is good! The audience sees 
the good-naturedness of the cast, and sometimes the 
player’s call is just what is needed in the scene. Go with 
your instincts; you can’t mess up a scene because the 
director is there to fix it. 

 

4. Keith’s comments: “We don’t care. Only improvisors 

care if it is improvised”.

5. Keith’s comments: “12 - 15 is good, 10 - 15 is o.k., just 

try not to go above fifteen”.

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Once you have done a scene in a round, you can 

still play in scenes in that round. Pay attention and be 
ready to help a scene if you can.

If you haven’t been in a scene in a round, and you 

join a scene, the host or directors will ask you if you want 
to be scored for that scene. If you think the audience will 
score the scene high, you may want to get that score. If 
not, maybe not. Be warned the audience tends to like you 
more if you stick with your scene mates, but this is not 
always so.

Players should not be waiting for the directors to 

tell them what to do; they should be making their own 
bold choices. If you look confident onstage, the director 
will be less likely to direct. If you look scared or lost, the 
director will try to help you.

 

Taking Directions

 

If the director says “Say ‘I have come to the jungle 

and I brought you this’" do not say “I was thinking about a 
trip I took, and I thought you might be interested in…”. If 
the director says “Say ‘I love you’" do not say “I was think-
ing about our relationship and think it is time to…”. 
Repeat the words of the director immediately and exactly 
because the director wants you to say them for a reason - 
to get the scene on track as quickly as possible, to elimi-
nate bridging, to move to the action, etc.

I think that it is important to take the direction 

given by the directors instantly. News anchors on TV are 
constantly being given information and directions 
through a small speaker in their ear, the ear prompter. 
They generally do or say whatever the person speaking to 
them via the ear prompter tells them to. If they stopped to 
argue or to ask questions the flow of the program would 
be ruined. In Micetro™, the director is just like the ear 
prompter; the quicker you accept and act on the direc-
tions, the less intrusive those directions are to the scene, 
and the better the scene will flow. 

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The audience loves to watch a player with their own 

idea instantly change when a direction is given. It looks 
g o o d   n a t u r e d   a n d   s h o w s   t h e   a u d i e n c e   t h a t   t h e   p l a y e r s   a r e  
working with the directors. 

 

Hosting

 

Hosting Micetro™ is deadly important and incredi-

bly fun. Remember to enjoy it. All the players love you, 
because you are helping to make the show great. Below are 
some guidelines and ideas about what the host needs to do 
and how to do it. These are just guidelines, don’t be afraid 
to bring your own personality to the role of Host. 

 

General Hosting

 

The Host is the first person the audience sees. It is 

i m p o r t a n t   t o   a p p e a r   g o o d   n a t u r e d   a n d   k n o w l e d g e a b l e  
a b o u t   t h e   f o r m a t .

As host you are the caretaker of the show, you are 

in charge; you need to make sure things keep moving. You 
decide when the first half is over. You will call when the 
eliminations happen, while the directors will actually 
announce the eliminations. You decide if you want to 
introduce the directors or if you want them to be “found” 
in their seats. 

You are there to keep the show hot…to keep the 

show going and to get rid of “dead time”. Don’t let the 
stage get cold. Get the score quick, throw the focus over to 
the directors, and then GET OFF THE STAGE.

The show is not about the Host. The Host is there to 

grease the wheels and keep the show moving, not to be the 
star. The players are the stars of the show, let them shine.

 

Prepare Before The Show

 

PRACTICE what you are going to do. Hosting stuff 

can be rehearsed. If you bumble through the opening, you 
are taking up time that could be used for scenes.

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Get rid of the clipboard at the beginning of the 

show. Do it from memory, its not that hard. Make it sim-
ple. “Welcome to the show, I’m your host Jim Bean. Who 
has never seen Micetro™ before? Who has never seen 
improv before? Welcome them - this is a big deal and we 
want them to come back. Describe Micetro™. Tell them 
that the show is for them, and how they will score the 
scenes. Get them to clap for both a “1” and a “4”, bring out 
t h e   d i r e c t o r s   a n d   t h e n   t h e   p l a y e r s ,   a n d   t u r n   i t   o v e r   t o   t h e  
directors for the first scene.

IMPORTANT: in your introduction you must make 

the audience clap for a “1”. If you don’t, they will be afraid 
to give a “1”. When talking about the one make sure you 
t e l l   t h e   a u d i e n c e   t h a t   t h e   i m p r o v i s e r s   a r e   t o u g h   a n d   t h a t  
they know when a scene deserves a “1”. Don’t have them 
clap for a “5”, do a “4” instead. This keeps the “5” special 
and magical.

 

A Sample Introduction Of Micetro™

 

Hello, and welcome to BATS. I am Susan Jones. Has 

anyone here never seen Micetro™ before? Has anyone here 
never seen improv before? Well, welcome, and thanks for 
coming. 

As you may know, tonight we are playing Micetro™. 

In Micetro™, individual improvisers compete in directed 
scenes. After each round of play, low scoring improvisers 
are eliminated from competition, until we are left with the 
evening’s best, the Micetro™. 

In this game you, the audience, determine the score 

for each scene. If you like the scene, for whatever reason, 
give it a five, if you don’t like it, give it a one. After each 
scene I will come to you and ask you to vote on a scale of 
one to five by applause only. A one is a scene that you did 
not like at all, while a five moved you to tears, made you 
think, or cracked you up. So let’ practice. Let’s say this 
scene is a one (and don’t be afraid to give a one because 
these improvisers are tough, they can take it). So, was that 
scene a one, a two, a three, a four, or a five? That scene 

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was a one. This time let’s say the scene is a four. So, was 
that scene a one, a two, a three, a four, or a five? That 
scene was a Four. 

Great. I would like to introduce tonight’s directors - 

Claude Raines and Jane Doe. And without any further ado, 
lets bring out the players…(the directors will ring the cow 
bell for the start of the first scene).

 

Commentating

 

After the introduction, the host can become more 

like a television sports commentator, giving useful infor-
mation and reacting to things that happen in the scenes, 
both good and bad. You know, “thrill of victory and the 
agony of defeat” kind of stuff. You can even give some per-
sonal information on the players so the audience gets to 
know them better. You can talk about who sponsors them. 
You can even help push scenes along by saying, “it looks 
like we are coming up to the ending” or “Looks like the 
scene went off track there”. Remember that the show is 
not about you as the commentator, so everything you say 
should be to help the show or the scene in progress. Be 
careful when you commentate while the scene is going on, 
do it sparingly and make sure you are trying to help.

If you go the commentator route, the directors may 

take over more of the host functions like calling the elimi-
nations, calling the half and announcing the Micetro™. 
The commentator is more like a sports caster than a host.

T h e   m o s t   i m p o r t a n t   p o i n t   i s   t h a t   t h e   c o m m e n t a r y  

a d d s   t o   t h e   s h o w ,   r a t h e r   t h a n   i n t r u d i n g   o n   t h e   s h o w   o r  
becoming more entertaining that the show. Commentary is 
to support the show.

Seeing good commentary is the best way to under-

stand it. The cable show “Junkyard Wars” has great com-
mentary, and is like the commentary we are looking for in 
Johnstone improv shows.

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Scoring

 

After the scene, get the score fast. If you go slowly, 

you can end up eating 15 – 20 minutes of show time with 
getting scores; time which could have been used for 
improvising. Be efficient. Also, be sure players who have 
done walk-ons, or players who were called out by number 
but did not get used in the scene, are asked if they want to 
be included in the score for the scene before you get the 
score. Sometimes the directors will do this for you.

When getting the score, give the audience a chance 

to clap for each choice “Does that deserve a 1…a 2…a 3...a 
4...or a 5…? 

If the vote is close, you can have the audience re-

vote between the two numbers that were close. If you do a 
re-vote, you might want to ask the audience to vote by 
applause only so you can hear what the whole audience is 
voting, rather than just the people who scream the loud-
est. A re-vote should happen rarely, because it is better 
and faster if you just make a decision about the score.

If the audience is voting high on a certain night, 

you might want to choose the lower score if the vote is 
close, and vica versa.

When getting the score it is generally important to 

not sway the score. Don’t sarcastically say “And now 
whaddya think of that great scene”. Be neutral, don’t make 
comments about the scene, don’t let the audience know 
your opinion, and let the audience decide what they 
thought of the scene. 

 

Scorekeeper And Scoreboard

 

There should be a scorekeeper in addition to the 

host. The scorekeeper should keep a list of scenes, who 
was in the scenes, and what score they got – this will be 
useful in notes after the show. The scorekeeper also is 
responsible for updating the scoreboard.

At BATS we have a great big scoreboard with hori-

zontal channels that dry erase placards slide in. Each 
p l a y e r   w r i t e s   t h e i r   n u m b e r   a n d   t h e i r   n a m e   o n   a   p l a c a r d ,  

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and as they get scored the placard is slid further along the 
channel. This is nice, because the audience can see at a 
glance how the field is doing. We are working on a new 
scoreboard that will use rows of LED lights to track the 
scores of the players.

T h e   i m p o r t a n t   t h i n g   t o   r e m e m b e r   a b o u t   a   s c o r e -

board for Micetro™ is that the audience should be able to 
easily see and compare the players scores.

 

Eliminations

 

At the end of the first round say something like 

“That is the end of the first round and we are not going to 
eliminate anybody”. They players should cheer. This will 
help define the game, and generate good feeling in the 
audience. 

After the end of the second round, say something 

like “Its time for the first elimination, its time to say good-
bye to” and list the players who are leaving. “The competi-
tion gets tuff now because we will be having elimination’s 
after every round”. Then throw it over to the directors for 
the first scene of the second half. Sometimes the directors 
will lead the eliminations. 

Eliminate however many people make sense to 

eliminate each round. In the first elimination, eliminate at 
least 2 people, because cutting one is too painful for the 
audience. The rest is up to you, given time constraints of 
the show.

When elimination is coming up, keep an eye on the 

scoreboard and get an idea of who is to be eliminated. 
Sometimes it is obvious who is going to go. The more effi-
ciently you can run the eliminations, the more time in the 
show there is for improv.

 

Plugs

 

 Plugs go at the beginning of the second half, if you 

have to do them. They can also go anywhere there is a 
delay - a confusion in the score, bringing on the sofa or 
whatever. Keep the plugs simple: “If you like what you see 

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here, we do more improv four days a week. We have a spe-
cial show coming up on the 12th to benefit people with 
extra limbs. Check up front when you leave for more infor-
mation”. Keep it short and get right back into the show by 
introducing the directors, bringing out the players and 
doing the first elimination.

 

Ending The Show

 

Before the last scene, check the scoreboard so you 

will know instantly who is the winner of the night. While 
the score is being “figured”, thank the musician, the light-
ing improviser and the directors. Say something like “Is 
t h e r e   a n y o n e   h e r e   w h o   t h i n k s   t h a t   t h i s   p e r s o n   d o e s   n o t  
deserve to be the Micetro™ (almost always one person will 
clap)? Is there anyone here who thinks this person does 
deserve to be the Micetro™ (Huge applause)? Give the 
Micetro a framed five dollar bill, then get everyone off the 
stage.

 

Directing Micetro™ 

 

The players in Micetro™ are of all different skill 

and experience levels. The Director needs to be able to 
direct all kinds of players.

To direct Micetro™
•  You need to understand Micetro™.
•  You need to be able to direct.
•  You need to know how to direct Micetro™.
•  You need to read “News 5" and “News 6".
•  You need to be prepared.
•  You need to understand storytelling.
•  You need to understand shape of show.
•  You need to understand how to feed the beast.
•  You need to be able to take control.

 

What Is The Directors’ Role? 

 

Directors need to be “on”. Look for ways to end 

scenes. Know when to direct and when the players are on 

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the right track. Make sure the scenes are good and shape 
of show is diverse. Keep the stage hot by being prepared to 
introduce the next scene. 

 

Directors Set Up The Scenes And Help Each 

Other

 

Directors take turns setting up the scenes. Once the 

scene starts, both directors are directing. Of course the 
directors should be in tune with each other so as not to 
step on each others toes, and directors should be free to 
overrule each other, but only in extreme situations. Once 
someone sets up a scene, they don’t know where it will go, 
a n d   t h e   o t h e r   d i r e c t o r   c a n   h e l p .

Directors can ask the players if they have some-

thing for the scene or tell them to start from nothing.

 

Directors Are Part Of The Show 

 

Directors need to get up, and not sit all the time. 

Just as when you are playing, if you sit, your energy goes 
out your butt. Direct from standing or out in the audience. 
Crouch in the moat so you are closer to the players. Move 
around. Be part of the show, not a voice from the dark that 
says things once and a while. Be a character in the scene. 
Be the offstage voice. Get invested in the scene. Narrate a 
s t o r y .   C o n d u c t   t h e   h u m a n   o r c h e s t r a .

 

6

 

 

Why 2 Directors?

The directors work as a team. They take turns set-

ting up scenes so the one not setting up the scene has a lit-
tle time to think about shape of show. What does the show 

6. Keith now seems to disagree with the idea that Mice-

tro™ directors need to move around. I think this is 
because he just doesn’t want to stand up. He also has 
seen may directors make the show about themselves 
and not the players, which is exactly opposite of what 
is needed in the format. Go figure

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need? What kind of scene should come next? Six people? 
Solo? Game? Endowment? Narrative? Verbal? Physical?

Also, each director gets to take a small mental 

break when the other director is directing. The director 
who set up the scene is more “responsible” than the one 
that didn’t. Note - even if you did not set up the scene, pay 
attention because your fellow director may experience a 
brain bubble at any time – you are just as responsible for 
the show, and scenes, as they are. 

If both directors are lost in a scene, end it and send 

the players back into the pool for another chance in that 
r o u n d .

Picking Players

Scenes are cast in Micetro™ by the director picking 

numbered coins, which correspond to the player’s num-
bers, and calling off those numbers. Thus, the scenes are 
cast at random, which gives some sort of casting equity to 
the players. People tend to get upset if the “good” people 
are always cast with other “good” people. With the coins, 
everybody gets to play with everybody.

Keith says that you should drop the coins into a 

metal bowl of some kind when you call off the numbers. 
This makes a noise that lets the audience know that the 
players are being picked for the scenes randomly.

If the coins are mucked up (they weren’t separated 

correctly, the got mixed up, or the most recently elimi-
n a t e d   n u m b e r s   h a v e   n o t   b e e n   r e m o v e d   y e t )   y o u   c a n   c a s t  
by saying “I need three people”, or looking to see who is 
left in the game and calling out their numbers.

Sometimes you can load the scene with players who 

either know the scene you want to direct or who will do a 
good job for shape of show reasons. I suggest you do this 
rarely.

What I Check Every Night I Direct Micetro™

•  Get to the theatre for the warm up and warm up. 

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•  Direct some freeze tag so the players get used to 
my voice and my direction.
•  Make sure everything I need is on a table near 
where I will be directing during the show. 
•  Know which director is doing the first scene. Pick 
the numbers for the next scene while the score is 
being gotten. 
•  While the other director is directing, figure out 
what I am going to do next. 
•  Let everyone know when the rounds are over. 
•  Separate the coins when every scene is scored so 
as not to confuse players who have played in a 
r o u n d   a n d   t h o s e   w h o   h a v e n ’ t .
•  Know who is directing the first scene in the sec-
ond half.

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Gorilla Theatre™

The Other Best Game

Gorilla Theatre™ is the other best game for several 

reasons:

•  It allows you to express yourself by putting scenes 
you want to see on the stage. 
•  The audience really gets to know you as a player 
or director by what you choose to direct, and from 
watching your interaction with the other directors. 
•  Since the scenes are directed, you, as a player, get 
to go with your first instinct, and if it is not what 
the scene needs, the director will fix it. 
•  The potential for mischief between the scenes 
makes the show fun and different.
•  The competition is easy to understand.
•  The scoring of the scenes is visceral for the audi-
ence.
•  Getting punished in a good-natured, safe environ-
ment, and getting punished is just plain fun. 
•  Gorilla Theatre™ is a great way to package 
improv.
•  Often, a Gorilla Theatre™ show feels more like an 
event, rather than a theatre show - people scream-
ing and booing, a gorilla onstage, people being pun-
ished – it is all very exciting. 

Not For Beginners

Keith says Gorilla Theatre™ is not for beginners, 

and this makes sense. Everyone is directing, and to direct 
well you need an understanding of scene structure, story-
telling, improv theory, and general stage experience. 

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The directors in Gorilla Theatre™ need to be good 

at directing. It is not fun for the players or the audience to 
watch a director stumble through a scene. Do your home-
work; people are counting on you to be good at your job.

One Big Team, Ego, And Unfairness

Even though winning should look important to the 

audience, it should be more important to the players to 
make the show good. It is important to remember that you 
are all on the same team. 

If you get a forfeit when you think you deserved a 

banana, let it go for the sake of the show, or make a big 
deal out of it if it helps define the heel or ups the stakes of 
the show. Don’t let the audience see pain on your face if 
you are really feeling that pain. Whatever you do, don’t 
get the vote changed. Losing can be just as important to 
the show as winning

1

.

Remember, the game in itself should not be impor-

tant for the players, but it needs to look  i m p o r t a n t   t o   t h e  
audience. Don’t get caught up in winning and losing. Just 
because you won the game does not mean you are the best 
improviser/director. Just because you lost does not mean 
you suck. The heel may do great scenes but never get a 
banana because the audience is enjoying punishing the 
heel. 

It is important for the audience to think you want 

to win. You can even really want to win, but you have to be 
good-natured about it when you lose. Don’t try to win at 
the expense of the show.

Description Of The Game 

In Gorilla Theatre™, five improvisers take turns 

directing each other in scenes. Each improviser has a total 
of twelve non contiguous minutes in which to direct. At 
the end of each scene the audience will vote weather the 

1. Keith’s comments: “Lose happily and people will like 

you”.

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scene was directed well or not. If yes, the director gets a 
b a n a n a ;   i f   n o t ,   t h e   d i r e c t o r   m u s t   p e r f o r m   a   p u n i s h m e n t .  
The improviser with the most bananas at the end of the 
night wins a week of quality time with the gorilla

2

Four Or Five Directors?

I have seen Gorilla Theatre™ done with four, five or 

six players. I believe that six is too many.

Keith prefers on four players, and I think I would 

agree with him. Each player then gets 15 minutes to direct, 
the interaction between the players can go deeper, and 
since there are only four faces the audience really gets to 
know each director. 

Still, I think five is pretty good. Each player gets 12 

minutes to direct, and the audience does gets to know 
each director (While 15 minutes would be better, it would 
make the show run too long).

With six players, there is not enough time in the 

night for the directors to direct, and the audience cannot 
get to know the personality of each. Getting to know the 
players is one of the compelling things for the audience in 
this format.

I tend to cast five directors because it works well, 

and one more person gets to play that night. In a big 
troupe, cycling through people is helpful.

Why Time The Directors?

I have heard stories of directors hogging 30-40 

minutes of directing time in shows that have no time limit 
- leaving little for the other directors. 

Timing is a great way to make sure everyone gets 

equal stage time. It is good for the players and it makes the 
game more equal for the audience. It also forces the direc-

2. Keith said he did this because a group was having trou-

ble but he doesn’t think of it as an intrigue part of the 
game.

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tors not to squander their directing time with long confus-
ing set ups.

The best thing about timing the directors is that 

inevitably, some of them end up with 30 seconds, or less, 
for scenes at the end of the show. This is cool because the 
audience gets to see something completely different from 
the rest of the scenes in the evening. The really short 
scenes tend to happen at the end of the night, giving a nat-
ural climax for the end of the show. 

Directors can also try to trade time, or buy extra 

minutes from each other. This is fun mischief. 

Timing the directors also makes the overall length 

of the show feel right. A show should last between one 
h o u r   a n d   t h i r t y   m i n u t e s   a n d   o n e   h o u r   a n d   f o r t y - f i v e   m i n -
utes, with the second half being shorter than the first. 

If each director (assuming five of them) gets 12 

non-contiguous minutes of directing time, we get a total of 
60 minutes. Scoring and forfeits take roughly 2 minutes 
after each scene. Assuming three scenes a director, the 
between scene time is about 30 minutes. This adds up to 
an hour and a half, which leaves 10-15 minutes left for 
introductions, mucking around and wiggle room.

Score keeping, Timekeeping And The Scoreboard.

It is best if you have a scorekeeper/timekeeper in 

addition to the commentator, so they can each pay full 
attention to their important jobs.

I suggest you get countdown timers for each player, 

b e c a u s e   s u b t r a c t i n g   t i m e   o n   p a p e r   o r   i n   y o u r   h e a d   c a n   b e  
confusing. 

The scorekeeper/timekeeper is responsible for 

up da t in g t he sco reboard, not the comment ator.  The sco r e-
keeper/timekeeper should also keep a list of scenes, who 
was in them, who directed them, and what score they got 
for notes after the show.

On the scoreboard you should have a column for 

how much time a players has left and a column for how 
many bananas they have received, as well as a way to let 

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the audience know who is directing each scene. We put the 
d i r e c t o r s   n a m e s   o n   t h e   b o a r d   a n d   h a v e   a   b i g   m o v a b l e  
arrow that says “the person responsible for this scene is” 
on it. When you are directing, the arrow gets moved to 
p o i n t   a t   y o u r   n a m e .

The important thing about the Gorilla Theatre™ 

scoreboard is that the audience can see how many 
bananas each player has, who is responsible for the scene 
in progress, and how much time each director has left.

The Gorilla

It is great to have a live gorilla at the show, mean-

ing a person in a gorilla suit, because it makes the show 
more of an event. This is much better than a big stuffed 
gorilla. Not only does this make the idea of “winning a 
week of quality time with the gorilla” make more sense, 
but it adds a useful element to the show. The gorilla is 
around during the opening, the gorilla is a directable ele-
ment in the show, and the gorilla can help with sceneogra-
phy. You can put the gorilla in scenes. I have seen people 
direct solo scenes with the gorilla.

The gorilla should really try to be gorillaish in 

nature. Be simple, childlike, and be fascinated by small 
things and remain focused on small things. Wander the 
stage fascinated by the seams in the floor. Find a piece of 
lint on a player’s clothes and get focused on it. Be nice and 
gentle. 

The gorilla should not upstage the show. The gorilla 

is there to help the show, but not b e  the show. This does 
not mean that as the gorilla, you cannot show initiative. If 
there is a café scene, you can go in as a person eating at 
one of the other tables. Take chances and make choices, 
but always know that your role in the show is to help, not 
shine.

There are some gorilla suits that do not have gorilla 

hands, and they are not the suit of choice. Get a full gorilla 
suit. Gorilla suits are hot inside, so make sure to have 

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some water and a towel in the wings. Take frequent breaks 
in the wings, and take the mask off during your breaks. 

Directors please remember that the gorilla needs 

breaks. If the gorilla has just been in a scene

3

, maybe you 

don’t want to use it in the next. Also, when talking to the 
gorilla, talk to it like you are talking to a child. If you are 
mean, you might scare the gorilla, and no one likes a 
gorilla scare-er. Keith thinks gorilla’s are fun, but not 
essential to the game - do it if you have players who enjoy 
being the gorilla.

Reigning Champion

The last player introduced at the beginning of the 

show should be the most recent winner of Gorilla The-
atre™, and they should enter with the gorilla. If it has been 
a long time since the format was played, introduce the last 
player as the “reigning champion” of Gorilla Theatre™. 
You can lie about this and make up a reigning champion, 
the audience will almost never know. Bringing on the 
reigning champion jump-starts the heat for the show, 
because the audience wants to see if the champion can be 
d e t h r o n e d .

The reigning champion should also direct the first 

scene of the show.

Commentating

General

The commentator is generally the first person the 

audience sees. It is important to be appear good natured 
and knowledgeable about the format.

As commentator you are the logistical leader of the 

show. You call when the first half is over. The first half 
should run 45 to 60 minutes. Look for a good scene to end 

3. Keith’s comments: “Try not to use the gorilla in scenes 

- except very occasionally”.

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the half on. The second half should run 30- 45 minutes. 
After the half, do a banana and time count.

The show is not about the commentator. The com-

mentator is there to grease the wheels and keep the show 
moving, to possibly help scenes along, but not to be the 
star. The directors are the stars of the show, let them 
shine.

The commentator is there to keep the show hot…to 

keep the show going and to fill “dead time” with commen-
tary. 

After the introduction, the commentator becomes 

more like a television sports commentator, giving useful 
i n f o r m a t i o n   a n d   r e a c t i n g   t o   t h i n g s   t h a t   h a p p e n   i n   t h e  
scenes, both good and bad. You know, “thrill of victory 
and the agony of defeat” kind of stuff. 

You can even give some personal information on 

the players so the audience gets to know them better. You 
can talk about who sponsors them. You can even help 
push scenes along by saying “it looks like we are coming 
up to the ending” or “Looks like the scene went off track 
there”. Remember that the show is not about you as the 
commentator, so everything you say should be to help the 
show or the scene in progress. Be careful when you com-
mentate while the scene is going on, do it sparingly and 
make sure you are trying to help.

Seeing good commentary is the best way to under-

stand it. The cable show “Junkyard Wars” has great com-
mentary, and is like the commentary we are looking for in 
Johnstone improv formats.

Prepare Before The Show

Practice what you are going to do. The introduction 

stuff can be rehearsed.

Get rid of the clipboard at the beginning of the 

show if you are using it as a crutch. Do it from memory, its 
not that hard. Make it simple. “Welcome to the show, I’m 
your host Jim Bean. Who has never seen Gorilla Theatre™ 
before? Who has never seen improv before (welcome them 

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- this is a big deal and we want them to come back)? 
Describe Gorilla Theatre™. Tell them that the show is for 
them, and how they will score the scenes. Get them to 
shout “banana” and “forfeit”, and turn it over to the play-
ers for the first scene.

A Sample Description/Introduction Of Gorilla 

Theatre™

Good evening everybody and welcome to Gorilla 

Theatre™. I am Martha Smith. Tonight five improvisers 
will take turns directing each other in scenes that will be 
scored by you, the audience. If you like how the director 
directed the scene you shout “banana”. Let’s try that. And 
if you did not like how the director directed the scene you 
shout “forfeit”. Let’s try that. For a scene to get a banana, 
the vote must be overwhelmingly banana, so vote what 
you really think. If the director gets a forfeit, they must 
pick and perform a task from the Punishment Bucket. Like 
“Strut across the stage while the audience boos you”. And 
the player with the most bananas at the end of the night 
will get to spend a week of quality time with the gorilla. 
Each player only gets 12 minutes total to direct, so lets 
bring on the players…

It is important to get across the idea that the audi-

ence will be scoring the director of the scene, not the scene 
itself. We want the director scored, that is the game after 
all, and audiences seem to want to be nice to the people in 
the scene, thus not telling what they truly thought. 

Plugs

 Do the plugs, if you must, at the beginning of the 

second half. “If you like what you see here, we have shows 
here Thursday through Sunday. We have a special show 
on Friday to benefit the homeless. Check up front for info 
after the show”. Keep it short and get right back into the 
show by reintroducing the directors.

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Ending The Show

Before the last scene, have an idea who is going to 

win, so you can avoid any dead time figuring it out. If 
there is going to be a tie, you should be ready with a tie-
breaker. While the final score is being figured, Do the 
thank you to the musician, the lighting improvisers. 
Announce the winner “John Doe is tonight’s winner, and 
gets to spend a week of quality time with the gorilla. 
Thank you, and have a great night”. Then everyone gets 
off stage.

No Commentator?

It is possible to do the show without a commenta-

t o r

4

. The directors take over the commentator functions 

and introduce the show, call the half, etc. The Fratelli 
Bologna Gorilla shows had a parent. The parent, mom or 
dad, made sure everything was ready for the show, called 
the intermission, and either led the introductions, or 
decided which part of the introduction each player would 
say. The reigning champion would not be onstage for the 
introduction, but would be introduced at the end of it.

Getting The Score

When the scene is over, a player other than the 

director should come forward and have the audience vote 
on the scene. This should go as quickly as possible, 
because the show is about the improv, while the stuff 
between the scenes is support for the rest of the show. We 
don’t want to waste time that could be used for improv, 
getting the score. So, asking for the score should be really 
simple; “And on the count of three, does the direction of 
that scene deserve a banana or a forfeit? 1, 2, 3". Even 

4. K e i t h   p u t   t h e   c o m m e n t a t o r ,   a n d   t h e   t i m i n g   o f   t h e  

directors, in when the shows were becoming self indul-
gent.

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when the between the scenes stuff is great, we still don’t 
want to lose track of what the show is about – the improv. 

When getting the score it is generally important to 

not sway the score. Don’t say sarcastically “And now 
whaddya think of that great scene”. Be kinda neutral. Of 
course, this is a rule of thumb that can be bent if you are 
generating “heat” onstage by messing with the score.

The decision on how the audience voted should be 

based on the overwhelming shout of banana or forfeit. 
Depending on your audience you might want to lean on 
the forfeit side. There must be forfeits in the show so the 
audience knows it o.k. not to like what happened on stage.

The person getting the score is god. They have the 

final say on deciding what the audience voted

5

. If the audi-

ence disagrees with the decision, use it for heat. The same 
goes for directors not agreeing on the decision. Use it. But 
I think changing the score after a decision is not a good 
idea because it slows the show down and lets ego get 
involved. Remember it is not really about winning or los-
ing, it is about doing improv in a way that the audience 
will enjoy.

Occasionally it will be difficult to decide what the 

audience voted, and a reshout will be needed. This is fine, 
but should not happen more than once or twice a show. 
Make decisions and get on with it. If you make a bad call, 
use it to make the heat hotter.

Forfeits

The forfeit is a punishment the audience gives the 

director if they don’t like the way the director directed the 
scene.

Forfeits are grease to keep the show interesting and 

to heighten the competition – the audience is more com-
mitted to the show when something is on the line. A direc-
tor performing a forfeit should not blow off the forfeit by 

5. Keith’s comments: “Never challenge the scorekeeper 

unless there is and obvious  mistake”.

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saying something like “I like onions” for the forfeit “eat a 
raw onion”. The forfeit should be, or at least look like, a 
punishment. If you blow it off, you take away its power.

We keep the forfeits in a “Pail of Punishment”

6

, and 

when the score is being voted on, a player holds the pail 
and stands by the player getting the score. You can keep 
the punishments in whatever you like; the important think 
is to have them available so no time is wasted.

Players should never do a forfeit they are uncom-

fortable with. When you have to pick a forfeit, have one in 
mind that you can do if you don’t like the one you pick. 
Pretend it is written on the slip of paper. The audience will 
never know. 

Some Good Forfeits

A good forfeit should be short and slightly painful 

for the director. I mean, it is a punishment for not making 
the audience happy. Good forfeits are also nice because 
they are very different from anything else people see in 
improv shows. Examples of good forfeits:

•  Go out on the street (or lean out of the window) 
and shout your apology for that lousy scene to the 
passers by.
•  P hon e  your mot her  ons tage and  tell  her  how  bad 
a director you are.
•  Have the first row of the audience stand up and 
say “I am SO disappointed in you”.
•  Write “failure” on your forehead.
•  Give an audience member their money back (out 
of your own pocket).
•  Apologize to every member of the audience as 
they leave the theatre at the end of the show.
•  Wash your mouth out with soap.
•  Do an athletic feat.
•  Stride arrogantly around the stage while the audi-
ence heckle and boo you.

6. A Fratelli Bologna term

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•  Watch the other directors imitate your directing 
style.
•   R u n   o u t   t o   t h e   c o r n e r   s t o r e   a n d   b u y   d o u g h n u t s  
for the front row.
•  Apologize to the audience sincerely for your 
existence.
•  Sit quietly for 30 seconds while the audience boos 
you.
•  Tell the audience what you did wrong in your last 
relationship.

Bad Forfeits

Punishments that are scenes take up time. Accord-

ing to Keith, this is a bad thing because the game is about 
the competition between the directors and the scenes the 
directors direct, not about how well the directors perform 
punishments. The punishment should be quick so we can 
get on with the game.

In Gorilla Theatre™, the audience wants to see the 

d i r e c t o r   p u n i s h e d   f o r   n o t   p l e a s i n g   t h e m   a n d   a l t h o u g h  
making them do scenes like the ones below may be funny, 
they actually reward by giving the director more stage 
time. After all, everyone knows the players are onstage 
because they want stage time.

Also, we want the punishments to be different from 

everything else in the show. This is one of the things that 
makes the format strong. Scene punishments are just more 
scenes.

An additional problem with forfeits, like the ones 

listed below, is that the player who performs them may 
not pull them off. The scene may be bad and then the 
audience is punished for giving a forfeit, which is opposite 
of what you want in Gorilla Theatre™ - you want the audi-
ence to be rewarded with joy for giving forfeits. These also 
have the potential to go long, and however entertaining 
they may be, they are not the focus of the show. 

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Some examples of bad forfeits:

•  Sing a short song of repentance
•  Make up a Limerick on your failure as a director
•  Do a short performance art piece revisiting the 
disastrous moments of your scene 
•  Do a scene in reverse
•  Do a four character scene in which you play all 
t h e   p a r t s
•  Make up a Limerick using an audience member’s 
n a m e
•  Recite a monologue about a topic the audience 
suggests
•  Sing a TV theme song
•  Perform a scene of a historical figure if he were a 
celebrity (Example: Clint Eastwood as George Wash-
i n g t o n )
•  Mime an obscure task and keep doing it until the 
audience can guess what you're miming
•  Do a scene at high speed
•  Do a scene in slow motion
•  Do a scene using the wrong emotion
•  Perform a popular scene from a movie as a Mup-
p e t

Throwing In The Towel

If a scene you are directing is failing, and you can’t 

figure out how to fix it, or simply don’t like how it is turn-
ing out, stop it. I have only seen this happen once. Kurt 
Bodden lost the thread of the scene, turned to the audi-
ence and said something like “I am going to stop this here 
because I can’t fix it, and I would rather save the time to 
direct something else”. Of course, the scene then has to be 
voted on. Kurt’s case was great, because the audience 
appreciated him being honest, but then they loved giving 
him the forfeit since he didn’t direct the scene well.

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 Gorilla Theatre™

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Be Hungry To Direct

There should always be someone ready to direct 

the next scene. This keeps dead time down, and if three 
people are clamoring to be the next director, the audience 
gets the feeling that everyone wants to be on stage. It 
makes them feel like this show is fun. Also, competition to 
be the next director can be used for heat.

At BATS we have an movable arrow that says “The 

Players Responsible For This Scene Is” that the players 
move to their name while the score is being decided.

Directing Gorilla Theatre™

The point of Gorilla Theatre™ is for the directors to 

get stuff they want to see on stage on stage. You need to 
care about your scenes. If you, as a director, don’t care 
about the scene you are directing, why should the audi-
ence care? And if the scene tanks, at least the audience 
gets the pleasure of watching you try to get what you 
want.

Gorilla is the format where you are in total control, 

don’t waste it by not bothering to think about what you 
want onstage

7

.

Fight For What You Want

The difference between Gorilla Theatre™ and Mice-

tro™ is that in Gorilla you are trying to get what you want 
on the stage. Fight for it. If a player in not doing what you 
want, replace them with someone else. Still not getting 
what you want, go in yourself. I saw Patti Styles keep 
pounding away at a scene she was directing for her entire 
12 minutes. She just couldn’t get the actors to do what she 
wanted. The audience got to see her struggle, and the 
loved it. They love to watch you fight for what you want.

7. Keith’s comments: “Fight for what you want. Fight, and 

failing is honourable”.

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 Gorilla Theatre™

A Practical Guide To  Gorilla Theatre™ and Micetro™        Page 5 9

Make It Harder To Get What You Want

In Gorilla Theatre™, the audience loves to see you 

fight for what you want. You can set yourself up for a 
directing struggle by being clear about what you are try-
ing for in a scene. Being specific is the key.Saying “I want a 
love scene” is pretty vague and pretty easy to accomplish.

Saying “I want a love scene between a teacher and a 

student” is better, but also pretty easy to accomplish.

Saying “I want a love scene between a teacher and a 

s t u d e n t   t h a t   m a k e s   t h e   a u d i e n c e   c r y ”   i s   p r e t t y   g o o d   a n d  
not so easy to accomplish.

It seems like it is better in Gorilla Theatre™ to not 

direct just around just the “story points”

8

, but also on the 

reaction you are looking for from the audience. This cer-
tainly makes you have to fight harder to get what you 
want from the scene.

Some examples:
•  I want to see a horror scene about children that 
makes the audience terrified.
•  I want to see a scene between a waiter and a cus-
tomer that makes the audience laugh hysterically.
•  I want to see a first date scene that makes the 
audience fondly remember their first love.
•  I want to see a scene on an airplane that makes 
the audience never want to have children.
•  I want a scene in Hawaii that makes the audience 
want to go on vacation.
•  I want to see an office scene that makes the audi-
ence want to work harder at their jobs.
•  I want to see a scene about farming that makes 
the audience become vegetarians.
•  I want a scene about a lost puppy with pathos 
that makes the audience go “awww”.
•  I want a scene so realistic that the audience sees 
the set.

8. I cannot thank Sean Hill enough for helping me clarify 

my thoughts on this aspect of directing.

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 Gorilla Theatre™

Page 6 0                                                                        Richard Ross

• I want an ER story where the audience cares if the 
person on the operating table dies or lives.

There seems to be another class of scenes that are 

challenging to pull off. These have something to do with 
extravaganza, or specificity of style:

•  I want a huge musical production with all the 
bells and whistles.
•  I want a super slick science fiction scene with tons 
of special effects.

Themes

Having a theme for the evening can be nice because 

it gives the audience a way to recognize you as different 
from the other players, and to know what to expect from 
you when you get up to direct. William Hall came up with 
a great method to generate themes concisely. The formula 
goes “I believe…I pledge”. Examples:

•  I believe in true emotion and I pledge that all of 
my scenes tonight will contain true emotion.
•  I believe in Satan and I pledge to show you his 
glory tonight. 
•  I believe in the goodness of marriage and in my 
scenes I pledge to show you how wonderful mar-
riage is.
•  I believe improvisers don't take enough risks, and 
I pledge that tonight I will push the improvisers 
into scary, risky places.
•  I believe that all good stories come from TV 
Guide, so tonight all my scenes will be based on 
descriptions of movies airing on TV last week

9

•  I believe in narrative and I pledge all my scenes 
will tell stories.

9. Keith’s comments: “Err...mmm...a bit weird”.

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 Gorilla Theatre™

A Practical Guide To  Gorilla Theatre™ and Micetro™        Page 6 1

Personas

When I first saw Fratelli Bologna perform Gorilla 

Theatre™, some if the directors had a persona they played 
for the evening based on a theme. John X Heart was the 
“Artist formerly known as the Prince of Darkness” and 
would do scenes about the dark underbelly of humanity. 
When he came onstage to direct, the lights went red, 
dimmed and the music got scary. Richard Dupell was the 
“librarian” and would do scenes based on things from a 
cart of books he would bring onstage. The point was that 
each of the directors had a different persona so the audi-
ence could tell them apart easily and could also judge if 
they fulfilled the promise the persona made in setting up 
the scenes.

The theme, or persona, should be in support of the 

show, not at the expense of the show. I have seen people 
go too far with a persona, and make it more interesting 
than the scenes they were directing. They would take up 
over half of their directing time with shtick before they 
even set up their scene. Yes, it was entertaining, but I feel 
that the goal of the format is to direct scenes you care 
about, not to be a stage for a funny sketch show character. 

Directing Style

There are many different ways to give your direc-

tions. The important part of giving directions in Gorilla™, 
is to be invested in the scene. 

Some examples:
•  Some people sit in a chair like they are directing a 
play.
•  Some people stand in one of the downstage cor-
ners of the stage.
•  I tend to crouch in the moat by the lip of the 
stage.
•  Dave Dennison stands on stage very close to the 
characters.

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Page 6 2                                                                        Richard Ross

•  William Hall has been known to go to the back of 
t h e   a u d i e n c e   a n d   d i r e c t   f r o m   t h e r e   ( a n d   t o   a s k  
w h a t   t h e   a u d i e n c e   t h e y   t h i n k   s h o u l d   h a p p e n   n e x t ) .

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Conclusion

A Practical Guide To  Gorilla Theatre™ and Micetro™        Page 6 3

Conclusion

The learning process is ongoing, especially in 

Improv. Once you think you have it all figured out, some-
thing happens that makes you see your work in a whole 
different way. It is great to always “know” how improv 
works, and when you get new information or experience, 
integrate that into what you already believe. 

Every time I direct or am directed in a show I learn. 

I come away from the show with something to work on for 
myself, and a better understanding of how to work with 
and communicate with my fellow players.

We all continue to figure out new things every time 

we take the stage, take a class, write notes, or have discus-
sions with other improvisers late into the night. It is this 
constant learning that keeps us involved. It also keeps 
improv fresh, exciting and worth all the countless hours 
we put into it.

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Richard Ross

Page 6 4

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Appendix A: Notes

A Practical Guide To  Gorilla Theatre™ and Micetro™        Page 6 5

Appendix A: Notes

I believe notes are critical to any theatre. If you 

don’t talk about what happened onstage, how can you pos-
sibly make it better? 

Notes are also a necessary pressure release valve. If 

you avoid telling a person that they did something you did 
not like onstage, when you finally do tell them it will be 
fraught with your pent up frustration. If you tell each 
other stuff in notes, you will develop a better working rela-
tionship and avoid bad feelings. 

Keith suggested we do notes that aim to be done in 

10 minutes, with a maximum of length of 15 minutes. Go 
through the list the scorekeeper made of the scenes in the 
show, and only give a note on something you really feel 
needs to be said. 

• The goal is not to discuss anything, not to ask any 
questions, just to say what you think, and to get out 
of the theatre as soon a possible. 
• Don’t justify yourself - make statements about 
w h a t   y o u   t h o u g h t   h a p p e n e d .  
• Discussion is great in a workshop situation, but 
not in notes.
• Discussion is not always bad, but you want the 
notes to get finished so everyone can go home. 
• Discussion will go on forever, but all you really 
want to do is have your point heard. You don’t 
really need to discuss why you did not want some-
one to come into a scene; you just want them to 
know that that is how you felt. 
• Notes go to discussion very easily, so everyone 
should be looking to spot discussion and stop it 
before it gets out of hand.

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Richard Ross

Page 6 6

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Appendix B: Keith Keith Keith

A Practical Guide To  Gorilla Theatre™ and Micetro™        Page 6 7

Appendix B: Keith Keith Keith

A lot of people seem to not understand why refer-

ring to Keith is important or why we should give what he 
has to say about his formats some weight. This perplexes 
me. Others want to change Keith’s formats before they 
have really given them a chance to be played the way 
Keith conceived them. This also perplexes me.

I think changing any format should be like remod-

eling a house. When you remodel a house, you need to 
understand why things are the way they are. You don’t 
want to remove a load-bearing wall by accident. If you do, 
the whole structure could fall down, crushing you into a 
thin paste. So, before you remodel, you look at the blue-
prints, the electrical and plumbing schematics and try to 
get a feel for how the house works. Keith built these 
houses. We need to take the time to try to understand 
from him why things are the way they are, so our shows 
don’t collapse around us. 

I am not saying that Keith is infallible, and neither 

is he. He has been known to change his mind as he watches 
his ideas in practice. So should we all. And while he is will-
ing to share his opinions with us about the formats he cre-
ated, we should listen.

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Richard Ross

Page 6 8

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Appendix C: A Conversation With Keith

A Practical Guide To  Gorilla Theatre™ and Micetro™        Page 6 9

Appendix C: A Conversation With 
Keith

On August 9, 2001, Rebecca Stockley and Richard 

Ross had the following conversation with Keith Johnstone. 

RS: What is one of the things that you do when you 

direct micetro.

KJ: I try to reveal what’s latent in the scene. 

RS: What is the purpose you are fulfilling when you 

are in the chair as a micetro director?

KJ: To make things happen, first. I would also like 

the things that happen have some relevance to something, 
other than just yuck, yuck.

RS: What is the purpose of having two directors in 

Micetro?

KJ: To take the stress off one director. And to share 

the blame, which is partly the same thing. My experience 
in Micetro, is that usually its fine with one director, but 
the stress level goes up, and you cant say help help. Also, 
the two directors should both be directing the scenes. The 
very first Micetro was with me alone in Utrecht. The sec-
ond few were with me and probably Dennis I think, where 
the directors were competing. So a director won, and we 
soon thought that was pretty stupid. Because, you are des-
perately trying to get good work. So for Dennis and me, 
he'll set up a scene, and I'll say “do you have something”, 
and he'll say something to me. So one director has some-
thing he wants and you add something to it that is going 
to work. And you hope the other director trusts you 
enough to say yes to your idea. And I trust Dennis in Cal-
gary and he trusts me. And another really important this 

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Appendix C: A Conversation With Keith

Page 7 0

is that the directors could be really enjoying it. Giggling 
together and having a good time. So that lowers the stress.

RS: Is there anything directors should avoid, when 

setting up improv scenes?

KJ: Two questions there. You meant the actual set-

ting up the scene? 

RR: Yeah.

KJ: Avoid doing what we just saw. When you start 

you want to get the first round over quickly, so you want 
lots of group scenes. Gradually you move into two person 
scenes which is what theatre is really about. 

RS: I wonder if you might have the secret of direct-

ing for us? For BATS, for our community?

KJ: To make people laugh, is a very second rate, 

inferior, cheap aim. If that’s all you want, I think you 
should do something else. I think if you are benevolent, 
towards the audience, you want to give them good things, 
you wanna sell good stuff. You don't want to palm them 
off with second rate products and lots of hype. So I think if 
you're benevolent in your intention, you can't just repeat 
what the TV does, because the TV has no benevolence. It 
justs wants to sell you products. And is actually pretty evil. 
Then you have to decide what benevolent is. Is it benevo-
lent to just waste their time like some kind of valium, so 
they get two hours closer to death without much pain? Or 
would you like to do more? So I think the idea of benevo-
lence to them, and trying to give them something worth-
while, is very important. Its comic mostly, because its a 
public improvisation form and comedy goes well. But most 
people set an improvisation where nothing serious can 
possibly happen, cause the whole thing is supposed to be 
stupid, and that's established at the beginning... Anything 

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Appendix C: A Conversation With Keith

A Practical Guide To  Gorilla Theatre™ and Micetro™        Page 7 1

that moves the work towards organized stupidity, like edu-
cation for example, in our schools - which is certainly 
organized stupidity - is bad. The idea that the laugh at you 
because you're stupid is very valuable for very short little 
ten minute, no five minute, bursts. But in general, you 
should try to wean people away from the idea that being 
stupid is worthwhile if they laugh. And you really want to 
make comment. Its no good making a wonderful sword if 
you don't cut anything with it. 

RS: Do you see value in our putting together hand-

books like this one?

KJ: Yes.
There is a problem though, which I don't know how 

to solve. Somebody once produced a book of my games. 
He watched ten or twelve shows and wrote the games 
down. But they weren't games. They were things I told the 
actors to do.

 If you tell somebody its a good idea to go on the 

stage and take somebody off and replace them. So you tell 
them that's a good idea, but then they do it four times a 
night. And actually we do it in every 8 or 9 shows when we 
need to do it. But if you thinking funny, you think the 
audience like that, you'll do it. Or in Theatresports™, the 
judges will give stupid scores to annoy the audience. But 
the judges job is to be fair. It only works if you are honest 
from your gut feeling. 

If the person on the stage is trying to be comical, or 

make himself look good, or herself look good, or make 
them think what a wonderful mind they are and shit like 
that its a waste of time. 

Everything you say there [in this book] may be 

dead right on occasion. People are gonna seize on certain 
things and they'll say “that’s what we do in Micetro™”. I 
did five days in the mountains, this is a long interview, on 
the Life Game™, and managed not to do a complete Life 
Game™ but to show bits of it. So they couldn't take the Life 
Game™ that they saw and “fix” it. I got five people saying 

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Appendix C: A Conversation With Keith

Page 7 2

they would have liked to see a whole Life Game™, as if I 
didn't know that. I did the Life Game™ in London, and 
they put it on Broadway and they took it round. I did a 
really good one which “fixed” the form for them, and went 
back the next day for a free day hoping we could do a bad 
one. We did a bad one. They still got “fixed” on the good 
one. 

People take the thing that is easiest and that works 

'cause they think somebody knows how to do it some-
where else instead of having basic principles like honor 
the micetro, which sort of tells you how to do the ending. 
It also tells you what the five dollar bill is for. Its not a 
joke. Its so you applaud him, and you get to applaud him 
again when the people are there. 

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  Appendix D: Scene Lists

A Practical Guide To  Gorilla Theatre™ and Micetro™        Page 7 3

Appendix D: Scene lists

Here are some of my scene lists. Use them as a start-

ing point. I strongly suggest you make up, and write up, 
your own lists. It will be more interesting for you and the 
audience if you use stuff that comes from your head. 

2 Person Scenes

Confessional Priest/person
2 people in a Dr. waiting room
Boss and new employee in Elevator
Executive/Fire someone in office
2 Parents waiting it the living room for child to come home
God and the Devil at High Tea
2   s t r a n g e r s   o n   a n   a i r p l a n e
2 lab rats in a cage
Dad and Daughter before the wedding
Guard giving death row inmate last meal
Man and wife in bed after great sex
Teacher and student in class after school
2   h u n t e r s   a t   t h e i r   c a m p s i t e
2   c r o o k s   p l a n n i n g   r o b b e r y
M a s t e r   a n d   s e r v a n t   i n   t h e   p a r k
Driver and hitchhiker in car
Delivering meals to an old person
On a porch at the end of a first date
2 soldiers in a foxhole
2 old men on a pier fishing
2 kids playing hopscotch
A job interview
Film Noir: hiring the detective
Question a prisoner
Lunch with mom
Parent child drug/sex talk
Robot (creature) and its creator
At a fortune teller
2 people on a lifeboat
taxi driver and passenger
Hooker and john after sex
Teenager with best friends parent

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Appendix D: Scene Lists 

Page 7 4                                                                        Richard Ross

3 Person Scenes

3 astronauts in a space ship
3 missionaries come to your door
Advertising meeting
3 sisters at weekly lunch
2 explorers and native guide in jungle
2 native guides with explorer in jungle
3   r o o m m a t e s
Tell 2 kids about upcoming divorce
Parents tell child about divorce
Couple seeing shrink
Interview the last two candidates at the same time

Directions

Scene Two
Recognize her
Faint
Weep
J u m p   h e r   a n d   a p o l o g i z e
C o m e   t o g e t h e r   n o t   a p a r t
Volume
Be changed
Show your scars
Be on a quest
Issue dares
Kill something
Isn’t it human nature?
Dad told me not to have emotions
Go without me
Don’t use words
Sing
Be changed
Be affected
What I was about to say
You have 15 seconds to go crazy
Make an emotional noise
Leave room
I have three questions and I always forget them
You can’t get out
Quote Scripture
Make a generalization

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  Appendix D: Scene Lists

A Practical Guide To  Gorilla Theatre™ and Micetro™        Page 7 5

Yes master
Slow motion
Speak with reverb
Take out your truth sprinkles

Simple Platforms

1 9 8 4
After nuke war
Airport
At a lynching
At a protest
At the dinner table
Backyard gardening
Bank line
Boot camp
Confessional
Confront boss sex harassment
Demon worshiper
DMV line
Dr. Office
Execution
FBI
Fortune teller
F r o m   t h e   f u t u r e
Gang rumble
Genie
Grave yard, specific grave
Greek gods meeting to discuss...
G u r u
Health spa
Heaven before you were born
Imaginary spouse
In a picket line
In an elevator
In bed
In the bus
In the Forrest
Joining a cult/get friend to join
Kid trying to get out of school
Lawyers office
Meeting your hero
Mime convention

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Appendix D: Scene Lists 

Page 7 6                                                                        Richard Ross

On a plane
Ouija board
Photo shoot
Post office line
Prison yard
PTA meeting
Reading
Seance
Sneaking into room at night
Sibling roommate supposed to clean up
Solders last conversation
Sunday school
Two crabs at the bottom of the ocean
Taxi
Under the X-mas tree
Wash dishes
Wedding
Witch conjuring
You answered a personal ad
You decide to break you vow of silence
2 people in the dark one is a thief

Relationships

A c t o r / a u d i e n c e   m e m b e r
A l i e n / h u m a n
Baby sitter/kid
Best friends
Boss/employee
Bully/wimp
C h i l d / m o n s t e r   u n d e r   b e d
Censors
Dating
D e v i l / c h u m p
D r . / p a t i e n t
Driver hitchhiker
Enemies
Executioner/victim
G o d / a n g e l
G o d / b e l i e v e r
G o d / d e v i l
G o d / n o n - b e l i e v e r
G r a n d p a r e n t

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  Appendix D: Scene Lists

A Practical Guide To  Gorilla Theatre™ and Micetro™        Page 7 7

H o o k e r / j o h n
J u d g e   ( c o r r u p t ) / l a w y e r
Lovers
Mail carrier/dog owner
M a s t e r / s e r v a n t
M e t e r   m a i d / v i o l a t o r
Parents
Police man/violator
P o o l   h u s t l e r / c h u m p
Postal clerk/package recipient
Rock star/groupie
Roommates
Salesman
S a t a n / d e v i l
Shrink patient
Siblings
S u p e r   h e r o / v i l l a i n
Spouse
T e a c h e r / s t u d e n t
W i z a r d / a p p r e n t i c e
W o r k e r / c l i e n t
X-lovers
2   r o d e n t s

Platform Specific Tilts

Actor who can't act
Ask for a call girl
Brother is scab
Call girl is your sister
Dig a grave
Discover evidence of dead people
Don' t open that door...
Escaped mental patient poses as dr.
Feed the birds and then kill them
Find a wallet
Find the water of life
Gifted student can’t take scholarship
Go or the monsters under the bed will get you
He's a compulsive liar
He's dead, I killed him
He's not your real father
I can control the weather

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Appendix D: Scene Lists 

Page 7 8                                                                        Richard Ross

I come from another dimension
I committed all the crimes
I forgot to remove a hypno suggestion
I have disease x
I know everything about you
I know you've been cheating on me
I married you for the money
I never went to med school
I was married before
I'll do anything to get an a
I'm gay
I'm gonna be an artist
I'm leaving the family biz
I 'm y o u r  fa th e r
I'm your homeless person
I've been offered money to kill you
I’m a vampire
I’m really an expert at x
It's your own grave
It’s not his baby
Janitor owns building
Losing weight is easy; I’ll cut off your leg
Rich man is broke
Shrink is evil, masochist
Son, can you get me drugs?
Stud is really a virgin
Terminal illness
They said you are a witch
This isn’t veal- its human flesh
Wife finally stands up to husband
X who can't x
You go blind
You don’t know you’re a Chimp do you?
You're a witch
You're adopted
You're in the wrong afterlife
You're my parent
You’re a fake x

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  Appendix D: Scene Lists

A Practical Guide To  Gorilla Theatre™ and Micetro™        Page 7 9

Games (that you can use a directions in a scene 
already in progress)

Accent switch
Actor switch
Big story in one voice
C h a i n   m u r d e r
Chorus of discontent
Dubbing
Expert panel
Expert game
Five things
Genre house
Gibberish translator
Growing shrinking machine
Half-life
Half Space
I n n e r s o n g
Laugh and go
J u s t   a   m i n u t e
Moving bodies
New choice
No fuck off leave me alone
Scene in gibberish
Secret endowment
Sideways scene
Slo mo commentary
Spelling dialogue
Small voice
Scene in one voice
Speaking in order
Spelling
Status transfer
Tag team monologue
Yes that’s right sound good

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Appendix D: Scene Lists 

Page 8 0                                                                        Richard Ross

Genres

Action
Alien abduction
Bible story
Cave man
Comedy
Cooking show
D o c u m e n t a r y
D r a m a
Egypt
Film noir
H o r r o r
Infomercial
Kids show
Mamet
Masterpiece theatre
Musical
Mystery
O p e r a
Orwellian drama
Roman
Romance
Science fiction
Shakespeare
Sit-com
Soap
Thriller
Western
WW2

Mantras

I love you
I hate you
I have comfortable pants
I like to be quiet
I am sexy
Every one wants me
I am tall
Like me
I’m smart

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  Appendix D: Scene Lists

A Practical Guide To  Gorilla Theatre™ and Micetro™        Page 8 1

Open Tilts (tilts that will work in any platform)

There is one thing
Don’t open that door
God sent me to tell you
There is one thing...
God sent me to tell you
I have a message from god
I have something to tell you...
I'm really a...
It's time I told you about the family curse
I ' m   a   v i s i t o r   f r o m   t h e   f u t u r e / p a s t
I slept with you but you don’t know it
I work miracles
I've been reading this book about hypnosis...
Sorry that I…
I have an idea
I read your diary
Don't you recognize me?
I have this power, I snap my finger and...
D o n ' t   o p e n   t h a t   d o o r
Don’t you recognize me?
I lied
Dig a grave
I can move things with my mind

Mechanical Endowments (things that the improviser 
does without thinking)

Can’t sit
Can’t speak
Change every 5th word
Change your mind right before you speak
Constantly play with your hair
D o n ' t   m o v e   y o u r   h e a d
Have only one arm
Limp
Lisp
Mumble
Mumble
Must kneel
Open eyes wide
Pace

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Appendix D: Scene Lists 

Page 8 2                                                                        Richard Ross

Pause before speaking
Repeat the last word of every sentence
Say now before every sentence
Scratch
Smile all the time
Speak only when touching
Speak only with eye contact
Speak with a lisp
Status
Stutter
Talk with your hands
Touch your face a lot
Touch face

Solo Scenes

Best mans toast
Best mans Toast
Eulogy
Mask interview
Object monologue
Political speech
P r e p   t h e   t r o o p s
Pulling the plug
P i t c h   u s   o n   y o u r   p r o d u c t
Scene where you play all the characters
Date the audience
S e r mo n
Closing arguments
Sing a song
Solitary confinement

Character Types

Nerd
Professor
S u p e r   h e r o
Jazz man
Coffee addict
Bully
G a n g   m e m b e r
Arrogant
Stripper

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  Appendix D: Scene Lists

A Practical Guide To  Gorilla Theatre™ and Micetro™        Page 8 3

Solider
Vietnam vet
Bitch
Cowboy
Authority figure
Cop
Drill Sergeant
Veterinarian
Stock broker
Psychic
Short order cook
Waitress
Chef
Iron chef
Sumo wrestler
Fisherman
F a r m e r
Maid
Butler
Washer woman
Hit man
Security guard
Bank teller
Postal carrier
Mafia don
Assassin
Ninja
Terrorist
Astronaut
Nebbish
Religious guy

Objectives

Fall in love
Revenge
To be liked
Control
Pleasure
Pain
Money
Ego
T r u t h

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Appendix D: Scene Lists 

Page 8 4                                                                        Richard Ross

Titles

The courting of…
The death of…
The birth of…
The marriage of…
The murder of…
The resurrection of…

Ways To End Scenes

Find an ending
30 seconds left
Repeat the last line with confidence.
Let whatever happened sink in. 
Find a way to leave.
Hug
T o u c h   h e r / h i m
Kiss
Weep

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A Practical Guide To  Gorilla Theatre™ and Micetro™      Page 8 5

 R i c h a r d   R o s s  is a BATS company member and 

Coach. He is a founding member of “Start Trekkin’ – an 
improvised parody of the Star Trek universe” and has per-
formed with Fratelli Bologna and True Fiction Magazine. 

He attended the BATS summer school where Keith 

first talked about the “new game” that would soon become 
Micetro™, and produced and performed in the first Mice-
tro™ show in the United States.

When not improvising, Richard is a corporate 

whore, writing, performing and producing weird trade 
show presentations for Comedy Industries.

He has a reef aquarium, a bunch of reptiles, a hair-

less dog, hairless cat and a normal dog. He also blows 
glass. Really

1

If you think of something I have left out about 
either of these formats, or directing and mischief in 
general, let me know. I would love to know your 
thoughts, and maybe use them in future editions. If 
I use your idea not only will I give you credit, but I 
will send you a special prize

2

.

 

1. Check out the glass at www.atomicglass.com
2. Probably a copy of the new edition

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Page 8 6                                                                 Richard Ross

Bay Area Theatresports™

Center for Improvisational Theatre, 

Building B, Third Floor

Fort Mason Center, San Francisco, CA 94123

Phone: 415-474-8935 Fax: 415-474-9385

E-mail: info@improv.org

www.improv.org


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