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Sanger Rainsford is a big-game hunter, who finds himself washed up on an island owned by the eccentric General Zaroff. Zaroff, a big-game hunter himself, has heard of Rainsford’s abilities with a gun and organises a hunt. However, they’re not after animals – they’re after people. When he protests, Rainsford the hunter becomes Rainsford the hunted. Sharing similarities with "The Hunger Games", starring Jennifer Lawrence, this is the story that created the template for pitting man against man. Born in New York, Richard Connell (1893 – 1949) went on to become an acclaimed author, screenwriter, and journalist. He is best remembered for the gripping novel "The Most Dangerous Game" and for receiving an Oscar nomination for the screenplay "Meet John Doe".
This book deals with small game hunting, a sport which makes a direct contribution to big game hunting skills. The relationship between big and small game hunting is seldom stressed, and when it is stressed, it is seldom that techniques are examined in detail to show how small game hunting improves big game hunting skills. One cannot be a mediocre squirrel hunter, and at the same time a skillful deer hunter. The two techniques go together. Of course, small game hunting is an end within itself. There is no more satisfying hunting than taking squirrel in the autumn hardwoods, cottontail rabbit when the first frost touches the upland pastures with its magic, ruffed grouse in heavy cover and raccoon along the river bottoms and swamps. Truly, one could spend a lifetime in the small game coverts, finding the game always worthy of the best hunting skills. They are our best teachers of woodcraft, rifles and shotgun field techniques. Rifles, handguns and shotguns considered in this book are those which I have found well qualified for small game hunting by personal use. I have followed common hunter word usage in calling all auto-loading firearms "automatics."
Widely known for his exploits as a gunman, hunter, and ballistics expert, Elmer Keith's writings on hunting and guns have instructed and inspired countless devotees--and no one has ever been more qualified to do so. Keith lived his entire life in the wilds. And after decades of ranching and dozens of hunting trips to remote corners of Alaska and northern Canada, he built a tremendous body of knowledge about guns, game, and life on the trail, which he has generously shared in the pages of this one-of-a-kind book. Like all of Keith's writing, Elmer Keith's Big Game Hunting is pragmatic, factual, and immensely informative. Here is the only big game hunting book that will explain how to:● Look for game● Judge trophies before shooting● Properly select and care for your rifle● Track wounded game● Properly outfit for a hunting tripFurthermore, Keith includes detailed profiles of the appearance and behavior of a range of American game, including chapters on bear, caribou, deer, elk, antelope, bison, arctic game, and more. A crucial book for active and aspiring hunters as well as anyone who appreciates a good fireside hunting story, Elmer Keith's Big Game Hunting is the definitive work on hunting game from a bonafide American legend.
Alex Wolff canvasses the globe and travels to 16 different countries (and 10 states in the U.S.) to find out exactly why basketball has become a worldwide phenomenon. Whether it's in a pick-up game on the Royal court in Bhutan, in the heart of a former female college player of the year turned cloistered nun, in the tragedy of the legendary junior national team in war torn Yugoslavia, or in the life's work of one of the greatest players to ever play in the NBA, Alex Wolff discovers that basketball can define an individual, a race, a culture, and in some instances even a country. Fusing John Feinstein's talent for finding the human drama behind sport with Bill Bryson's travelogue style, Wolff shows how the power and love of basketball extends to the four corners of the earth and engages people of all cultures, races, genders, and generations.
"Good hunting; in pursuit of big game in the West" by Theodore Roosevelt. Published by DigiCat. DigiCat publishes a wide range of titles that encompasses every genre. From well-known classics & literary fiction and non-fiction to forgotten−or yet undiscovered gems−of world literature, we issue the books that need to be read. Each DigiCat edition has been meticulously edited and formatted to boost readability for all e-readers and devices. Our goal is to produce eBooks that are user-friendly and accessible to everyone in a high-quality digital format.
Gamers who cut their teeth in the arcades will love this trip down memory lane. Artcade is a unique collection of coin-op cabinet marquees, some dating back 40 years to the dawn of video gaming. Originally acquired by Tim Nicholls from a Hollywood props company, this archive of marquees - many of which had suffered damage over time - have now been scanned and digitally restored to their former glory. The full collection of classic arcade cabinet artwork is presented here for the first time in this stunning landscape hardback book, and accompanied by interviews with artists Larry Day and the late Python Anghelo. Relive your mis-spent youth with artwork from dozens of coin-ops including Asteroid, Battlezone, Street Fighter II, Out Run, Moon Patrol, Gyruss, Q*Bert, Bubble Bobble and many more. Each marquee takes up a full double-page spread in the book, and is faithfully recreated using beautiful lithographic printing on the highest quality paper. Tim has spent over a thousand hours assembling the high-resolution scans, restoring the images in Photoshop and color-correcting them back to their vibrant, as-new appearance. The results of all that hard work are now available as a lasting record of the amazing artwork that adorned the arcades during the golden era of coin-op video gaming.