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In the process of learning to go beyond himself and to reach out to others, high school star football player Chip Hilton uncovers an act of sabotage at the local pottery.
This final installment finds Chip, now a senior at State, hoping to quarterback the football team all the way to the Rose Bowl-and using his wholesome values to enlist the full support of a troublesome new player.
Written primarily for boys ages eight to thirteen, this fictional sports series gives young boys what they need most: a hero. First published in the 1940s, each book in the series has been updated to recapture young minds and hearts as it directs boys toward developing high moral character based on biblical values.
The final season of team captain Chip's football career at Valley Falls High finds him fighting a new coach, who threatens to destroy the fair play, sportsmanship, and good citizenship that have made his team great.
As a member of the freshman football team at State University, Chip Hilton encounters cliques, rivalries, and a conspiracy by the Booster Association to favor some players over others.
Freshman Quarterback - As a member of the freshman football team at State University, Chip Hilton encounters cliques, rivalries, and a conspiracy by the Booster Association to favor some players over others. A Pass and a Prayer - The final season of team captain Chip's football career at Valley Falls High finds him fighting a new coach, who threatens to destroy the fair play, sportsmanship, and good citizenship that have made his team great. Ten Seconds to Play! - Chip takes a job at a summer camp and meets a talented athlete who may be joining him on the football team at State University, and whose arrogance hides a secret problem.
This history of American sports fiction traces depictions of baseball, basketball and football in works for all age levels from early dime novels through the 1960s. Chapters cover dime novel heroes Frank and Dick Merriwell; the explosion of sports novels before World War II and its influence on the authors who later wrote for baby boom readers; how sports novels persisted during the Great Depression; the rise and decline of sports pulps; why sports comics failed; postwar heroes Chip Hilton and Bronc Burnett; the lack of sports fiction for females; Duane Decker's Blue Sox books; and the classic John R. Tunis novels. Appendices list sports pulp titles and comic books featuring sports fiction.
Trouble starts at State’s training camp when two obnoxious sophomores, nicknamed the Touchdown Twins, become more interested in personal glory than in team play. This leads to a showdown with Chip. The antagonism grows and eventually engulfs the entire squad to such an extent that an important game is lost. It appears that State’s defense of the conference title is hopeless. But Chip, playing in every game despite an injured shoulder, inspires the team to keep fighting. Through it all, Chip finds time to help a confused high school football star, Skip Miller, make the biggest decision of his life and struggles to convince the Touchdown Twins that you can’t win without team play and a tough, hard-hitting spirit.
Gilbert Patten, writing as Burt L. Standish, made a career of generating serialized twenty-thousand-word stories featuring his fictional creation Frank Merriwell, a student athlete at Yale University who inspired others to emulate his example of manly boyhood. Patten and his publisher, Street and Smith, initially had only a general idea about what would constitute Merriwell’s adventures and who would want to read about them when they introduced the hero in the dime novel Tip Top Weekly in 1896, but over the years what took shape was a story line that capitalized on middle-class fears about the insidious influence of modern life on the nation’s boys. Merriwell came to symbolize the Progressive Era debate about how sport and school made boys into men. The saga featured the attractive Merriwell distinguishing between “good” and “bad” girls and focused on his squeaky-clean adventures in physical development and mentorship. By the serial’s conclusion, Merriwell had opened a school for “weak and wayward boys” that made him into a figure who taught readers how to approximate his example. In Frank Merriwell and the Fiction of All-American Boyhood, Anderson treats Tip Top Weekly as a historical artifact, supplementing his reading of its text, illustrations, reader letters, and advertisements with his use of editorial correspondence, memoirs, trade journals, and legal documents. Anderson blends social and cultural history, with the history of business, gender, and sport, along with a general examination of childhood and youth in this fascinating study of how a fictional character was used to promote a homogeneous “normal” American boyhood rooted in an assumed pecking order of class, race, and gender.
Paul Mather's a pitcher -- a really good one. His off speed pitch is enough to bowl a kid backward, and his fast ball is pure smoke. There isn't anything he can't throw, from sliders, change-ups, and sinkers to a mean curve ball that breaks at just the right moment. He's pitched no-hitters and perfect games. To Paul, pitching is what you live for and why you live. Lately, though, Paul hasn't been allowed to do much of anything, much less play ball. He's got leukemia, and it's put him into the hospital several times already. His parents are so worried, they've forbidden him to play the game he loves so much. They're afraid that if Paul strains himself his illness may come back a final time...and maybe even take his life. But Paul is a winner. His team needs him, and he won't give up without a fight. Paul Mather is determined to pitch every inning...to keep playing baseball, and to keep hanging tough, no matter what the odds.