Programs For Scoring Trap League Sec
Where the Tennessee Titans lost, because they were one yard short. Almost invariably, sports games on TV and in the movies are extremely close, go down to the wire, and are decided by a crucial, unbelievable, play at the last second. Usually, the game in which this occurs is the; the championship or playoff game pitting the against the seemingly unbeatable. • Every baseball game ends either with (A) a dramatic walk-off home run, (B) a clutch strikeout or incredible defensive play while the tying and/or winning runs are on base, or (C) a super-close play at home plate. Full counts are terribly common. • Every hockey game ends with getting a breakaway and going one-on-one against the goalie—or, of course, a shootout, which is a series of forced one-player-vs.-goalie breakaways.
• Every game ends with a Hail Mary, or some bizarre, convoluted ace-in-the-hole offensive play that the team thought of in practice. Or, if the protagonist team is in the lead (which never happens because people like comeback stories), a goal line stand.
• The score usually puts one team up by at least four points, so you can forget about those last-second winning field goals (worth only three points) from 15 yards out. Writers seem to think this sort of thing isn't dramatic, when any sports fan can tell you otherwise. • Every basketball game ends with free throws with no time left or a three-pointer made in desperation. Often from across the court.
The Team Captain is responsible for collecting the shooter and sponsor fees to be paid to the league secretary before the 3rd night of shooting. All teams will. Any shooter not completing all 12 league weeks by the end of the season will have their score calculated as follows: Average minus 5 birds. A team that has.
• Alternately, having to dunk on / the nastiest player from the other team. • Buzzer beaters are also mandatory. • Every race ends with a (sometimes literal) photo finish. • Every golf tournament comes down to making a long putt, or to getting out from a trap or some other nasty place. • Every match ends with a spectacular last-minute goal, usually from a free kick.
Or sometimes a last-minute penalty, or a penalty shootout. • Every bowling game comes down to either striking out or converting an extremely tough split. • • Every boxing match ends with a knockout, usually after the scrappy underdog has taken a beating that would certainly put him behind on points, and been knocked to the mat the maximum number of times possible without losing by TKO. • A sudden-death overtime, in which any play that results in a score is by definition the last play. Of course, this is not to say that will necessarily be successful and win the game in this final play. It's become a trope itself to have the final shot miss, the closing field goal go wide right, or that last deep fly ball to die at the warning track in order to present a and teach an that you can't always win and that it's okay to lose sometimes.
(And also note that it doesn't make the example an aversion or subversion of this trope; the game is still decided on the final play, even if not in the protagonists' favor.) In Real Life examples this is even more prominent; close games that come are often contested by two evenly-matched teams, both of which are deserving of the win, and thus there isn't a clear protagonist if one is not in either team's fanbase. This happens, because there are very few circumstances in which it is interesting to see a routine pop fly with a four run lead or a second string quarterback sit on the ball for three downs. Often preceded by the, and the one player who is involved in the dramatic final play is often the one who finally gets the chance to prove himself. Contrast with. See for the non-sport variation of this trope.
In politics, this trope is called; contrast with. See also and. When a game itself is structured so that almost every match comes, the system enabling this is a. Very distantly related to, which is about video games where only the last hit point counts as far as staying alive or uninjured. In this is much rarer than in fiction, but it does happen (see examples below). • does this a number of times, such as with Sena's first game against Koigahama and most of the Devil Bats' games during the Fall Tournament.
It often doesn't end up so fine and dandy though. • Subverted in a wildly over-the-top fashion in - the speed-obsessed character Sam Speed had demanded a rematch against the titular hedgehog, who had humiliated him at the start of the series. Sam has procured an experimental rocket-jet-car-thing from somewhere, and the race is on! It comes down to a photo finish. Until playback reveals that Sonic had reached the finish line WELL ahead of his opponent, hopped over it so as not to break the tape, mugged for the camera briefly, then run back to resume the race for the 'photo finish'. • Used at least twice in, with Ryoma having to play an extra match when one of the normal games is declared a draw or forfeited by both teams.
In the Hyotei arc, he plays Hiyoshi after Kawamura and Kabaji have to draw since they're * both* too injured to continue and both teams. In the anime-only American arc, Sengoku and Bobby Marx pull something similar and Akaya Kirihara is hurt during his game with Kevin Smith, so it's up to Ryoma to finish the last one * and* his feud with Kevin • In one episode of, there's a relay race in which Miyuki is the final leg runner for her team (it wouldn't do to have a main character somewhere in the middle), and the race is of course decided by a photo finish: her larger-than-average chest breaks the ribbon before the other runner crosses, granting her team the victory. • wins so many matches in this fashion that he's been nicknamed the 'Miraculous Comeback Fighter.' • Parodied in with one of the sports show episodes. Excel's team loses by a ludicrously huge margin (several million runs) in the last inning. Apparently the version of this trope is popular in Japan.
Lacrosse match in is won by Nagisa scoring at the last second. This is not an exaggeration. And there are about 6-7 across two seasons. Originality is not the writers' friend when it comes to Lacrosse games, it seems.
• In Chapter 58 of the manga, Megumi's four-member softball club forms a team with Keiichi, Belldandy, Urd, Skuld, and Sora to play against N. Afterglow Gamepad For Xbox 360 Driver Windows 7 Download there. I.T.' S baseball team, composed entirely of. During the bottom of the ninth, Megumi's team is ahead by one run when it looks like it's going to be a when the opposing team scores two runs in the ninth inning, but the first runner failed to actually touch home plate, meaning he's out, and Megumi's softball club wins by one run. • Young star Aizawa Suguru starts off the opening chapter of the manga by making what the announcers describe as a 'magical pass' in the final moments of an international youth football game against Brazil. His teammates shot is easily blocked by the Brazilian goal-keeper, however since the deflected ball just so happens to land at Suguru's feet, he is able to make the last second shot that ends the game in a tie between Japan and the reigning champions.
• • In EP 3, Hayato took third place at the qualifying round of the Fujioka Grand Prix by 0.002 seconds by a photo-finish line. • Episode 26 is even more blunt.
His Super Asurada is having a problem, yet he beats Shinjyo out of determination in the last stretch in the English GP. In fact, Hayato is always seems to be this case up until SAGA Arc. • This almost always happens in every duel in every franchise, with, setting things up for the latter to win at the last possible moment. Often results in accusations of on the part of the protagonist. • The anime adaption of plays this straight in most of the matches, except the second season, in which takes places to show how badass the bad guys are when they debut. • Very common in the anime.
Trainers can use anywhere from one to six Pokemon to battle each other, but matches will almost always end with a one-on-one fight. • Adding a layer to that, many of those final one-on-one fights will end with both combatants being so exhausted that whoever can land the next successful attack will win. The last play of the last play. One major exception is in the Hoenn region when Ash faces Wattson.
His Pikachu had absorbed a lot of electricity by mistake, and proceeds to KO all 3 of Wattson's Pokemon with only Pikachu. • Almost all the matches shown in the anime version of Ro-Kyu-Bu! Comes down to this.
• The Girls vs. Guys match was won by the girls through a game-winning shot from via an assist from. • made a game-winner against Class D. • The match against was supposed to be a come-from-behind victory for Keishin, if only did not miss the game-winning shot.
• In their rematch in the prefectural tournament, however, she made the game-tying shot to send it to overtime. Tomoka almost won it for Keishin this time, but only if she made the game-winning shot in time. Arts A's victory in the medley brought them victory. School-wise, they're still second last.
• In, the that will decide whether the Yezo High baseball team goes on to the finals comes down to this. Bottom of the ninth, bases loaded, our heroes are ahead by one and pitching, and talented freshman Komaba is on the pitcher's mound versus the local champion's best batter. Heartbreakingly, and the more experienced batter hits Komaba's pitch, winning the game for the champs.
• Played with in. Goku's performance in the final round of each Budokai Tournament is always this case, except that it's his opponents who barely win. Goku wins only once in the show's finale. • this phenomenon in a song performed by Brett called Last Second Plays.
• In the Remake of, the Cons manage to score on a last second trick play after mounting a miracle comeback to put them one point behind the guards. They have the choice of either kicking the extra point to send the game into overtime, or to go for two and the win. They choose the latter, setting up another trick play that results in them scoring and winning the game. • In, Mel Clark has pitched an entire game, and his last batter is the other team's heavy hitter. With two outs, and a foul ball that was nearly a home run, it comes down to one last pitch. The batter hits a line drive up the middle, but Mel manages to make a diving catch for the final out, the win, and the pennant for the Angels.
And he did it all with no angel help whatsoever. •, because of the, Happy is forced to putt for a victory with a collapsed TV Tower fallen on the green. Refusing to putt around it to take the tie and play for the tiebreaker, Happy instead plays it through the tower like it's a putt-putt course, and sinks the winning putt to win the Tournament, and more importantly, to beat Shooter and win his grandmother's house back. • was the first film to have the protagonist team NOT win. • In in Breaking Training, the game comes down to the last runner trying to stretch a lucky hit and a fielding error into an inside-the-park home run. He slides into home plate just as the catcher tags him with the ball. It took a few suspenseful seconds for the home plate umpire to call it.
• The series often has the boxing matches go down to the final round — and possibly by decision. Averted in, when the final fight ends in only three rounds. • movies: • In Major League, the final play in the comes with two outs in the bottom of the ninth, but is otherwise a unique twist.
The beat-up, has-been catcher 'calls his shot' to the bleachers in order to draw the infield out, and then bunts for a base hit, allowing the winning run to score from second. Also, if this play had failed, they would have gone to extra innings rather than losing, as the game was tied. • Major League 2, however, plays the trope traditionally. With his team clinging to a one-run lead, in a move that would be unheard of in real baseball, Rick 'Wild Thing' Vaughn intentionally walks the guy he's pitted against, which results in the bases being loaded, in order to set up a confrontation with Parkman, the opposing team's big power hitter and the movie's central antagonist. Vaughn, of course, strikes Parkman out and wins the game. Note This may be a nod to Satchel Paige, who was said to have done the same thing to get to Josh Gibson in. • Major League Back to the Minors ends on a home run by the big-hitting prospect, despite the fact that there were no outs in the game and it was an exhibition.
• and not only both have 'Mr.' In their title, but both also end on a game-winning run scored by a bunt. Both bunts also prevent the titular character from making it into the record books (it leaves Bernie Mac stranded on 2,999 hits in the former, and it breaks Tom Selleck's home-run streak in the latter). • example: In the Pete Maravich biopic, Maravich makes an apparent buzzer beating shot and starts celebrating.before realizing that the shot came a split second too late. • Averted in: Rudy gets to play at the end of the climactic game only because Notre Dame already has a huge lead over their opponent. • The movie is based off the real story of tiny Milan's victory over giant Muncie Central.
The game was won by a shot at the last second. • series of movies always ended in some dramatic fashion, though never in overtime. The first movie ended on a penalty shot, the second in shootouts; the third movie again used the trope by having a scoreless tie all the way to the last seconds of the third period, and the Ducks being content with a tie against the varsity team. Then, a brilliant defensive play allows the Ducks a goal-scoring opportunity—from Goldberg, who had been the goalie in the previous two movies and was still a mostly defensive player.
•,, uses the trope, though not in the way the viewer expects. The team has a chance for a medal, but crashes in their final run. The inspiration is there when they carry their bobsled across the finish line to finish the race. Movie, the Titans overcame a 7-3 deficit by using a trick play (ironic in that, before the season began, Coach Boon looked down his nose at trick plays, as it were) for a 75-yard touchdown run in the final seconds of the game to win the state championship.
Averted by the real-life 1971 T.C. Williams Titans; in the championship game, the opposing team was not only shut out, but ended up with negative rushing yardage. • In, Cuervo Jones forces Snake Plissken to play a deadly game of solitaire basketball for the amusement of him and the crowd. Cuervo Jones: 'Two hoops, full court, ten-second shot clock. Miss a shot, you get shot. Shot clock buzzer goes off before you shoot, you get shot. Two points for a basket, no three-point bullshit.
All you gotta do is get ten points. *dramatic pause* 'By the way, nobody's ever walked off that court alive. • Snake does indeed win, by way of making a lay-up, a jump shot from free throw distance, a jump shot from three-point distance, a half-court shot, and a full-court shot. After a few seconds of stunned silence, Cuervo prepares to, but Snake is saved when an earthquake happens, giving him the opportunity to escape the caged basketball court, and then the stadium itself. For bonus points, actually made all those shots (including the full-court shot) during filming, although the number of takes it required is unknown.
•; with seconds on the clock, the underdog hockey team facing off against the New York Rangers needs a single goal to tie and therefore take the match into overtime. In agonizing slow motion, their captain makes a buzzer-beating shot. That strikes off the goalpost, producing the loud, piercing clink that is one of most heartbreaking sounds in sport. • Happens in the opening game of 3, where with 16 minutes to go the Wildcats are losing horribly, but with upbeat inspirational music in their ears manages to even the score, and manages to score a basket just as the clock ticks from 1 to 0. • Played with in the Kevin Costner movie Tin Cup, where the has-been pro (played by Costner) makes an impressive comeback in the U.S.
Open Golf Tournament. It's down to the final hole, and he needs a par to tie and a birdie to win. The hole was a par 5 with a green guarded in front by a lake and he would have to murder his 3 wood to get it onto the green.
Any sane golfer would lay up, he doesn't. He hits it into the lake, refuses to drop near the green, hits from where he hit his second shot, going for it again, hits it into the lake again, rinse and repeat until he holes the shot with his last ball in the bag for a 12 (had he dunked that one, he would've been disqualified).
More than a few critics found this broke their, arguing such would never happen in a 'real' golf tournament. Until it did, more or less, see the section below.
• In the final moments of the last game of, the score is tied at 0 - 0 (because the enemy team decided they would rather win by injuring enough players on the good team to force them to forfeit). Naturally, the shows up when they reach the point where they are one player short, and she and the main character combine their Kung Fu to make the ultimate shot and win the game. • In, the professional (US) football team of the main characters was predicted to win their championship game and move on to the, but were down by a touchdown near the end of the game. They scored the touchdown, and only needed the extra point to tie and move into overtime. Unfortunately, they fumbled the snap and didn't make the extra point, and so lost the game to the underdog. • In the movie, the backstory of Ray Finkle, the primary villain, involves the disastrous loss of that year's Super Bowl by one point due to Finkle missing the 26-yard field goal that would have won the game for the Miami Dolphins.
Finkle lost his mind as a result and was committed to a mental hospital, and blames the whole thing on Dan Marino, who according to Finkle didn't hold the ball 'laces out' like he was supposed to. His vendetta against Marino and the Dolphins would lead to the plot of the movie. •, where the comeback comes from the, with Kit Keller getting the big hit and then plowing over her sister to score the winning run. • When Saturday Comes in which Sean Bean plays a football player named Jimmy Muir.
He spends all the movie trying to become a member of Sheffield United. Of course, his very first match with them ends with him shooting a penalty at the 89th minute. • In Didier, the team needs one more point to win against the PSG. Of course, Didier marks. After turning back into a dog.
• In, Danny's final putt decides both a substantial bet and his own prospects for the future. • Beautifully averted in Blood of Heroes when the climactic three-period game is decided in the middle of the second inning. • In the 2006 film Vince Papale, Invincible, the movie ends with the first home game of the Philadelphia Eagles — one which they win without going into overtime because Papale calls an audible and then forces a fumble on the resulting punt, which he picks up and runs in for a touchdown.
• silent film features Harold picking up a loose football and running it all the way down the field for a touchdown as time expires. • 's ends with the 24 hour race as a three car shootout on the last lap, and that is after the previous lead car retires on the penultimate lap. This was nearly though since the movie was made in 1970 and the 1969 race was a two car last lap shootout (see examples below). • In, Quarterback Willie Beaman, wins the crucial playoff game by diving into the Endzone during the final play of the game. • has the final game for Brian's team feature the home team down two points, ten seconds left on the clock, and possession of the ball by the klutzy protagonist. He passes to a more competent player, who shoots a 3-pointer, but is blocked, leading to Brian making his only 3-pointer in the film other than when he had Durant's 'talent'.
• In, James Hunt needs to finish third or better in the last F1 race of the season to be world champion. He finishes third on the last lap of the race to beat Lauda by a single point and becomes world champion. • The championship match at the climax of comes down to a 1-1 tie, broken by Jess's penalty kick with mere seconds left on the clock. • In, the climactic horse race, which will either leave bookmaker Duke Bradley penniless or allow him to retire from bookmaking to run a ranch, comes down to a photo finish that has to be reviewed via a film reel. • Parodied in the obscure 1989 B-horror-movie / teen sex comedy Monster High (no relation to the toy line from ). Not only does the fate of the world come down to, and not only does the outcome of that game come down to one final free-throw, but that free throw spends a amount of time bouncing around before settling perfectly on the rim.
The world is saved when one of the protagonists gets the bright idea to blow on it, tipping it into the basket and saving the world. •: In the finals of the fencing tournament, the score is tied, the Moscow team has priority (meaning they win if it's a tie), and the team's best fencer is injured.
Little Marta is their last hope. She manages to score a touch with a second to spare, winning the whole tournament. • In, the TuneSquad is in a pinch - 10 seconds to go in the final quarter, down by one and they're a man down. Has just learned that, in Looney Tune land, he can use the cartoon-y physics to his advantage, but without the extra man, they forfeit and Swackhammer gets him and the Tunes. (as in, the actor, not a character played by Murray; it's ) and Jordan's able to pull off a half-court slam dunk to win the game.
•: Scott () starts using his newfound to win basketball games for his high school, at the expense of alienating his teammates who see him hogging the ball, and the glory, for himself. Eventually Scott decides to, right before the against the rival Dragons, and that game ends up coming down to Scott being fouled by the just as time expires with the Beavers down by 1, and Scott has to make the free throws - something that wouldn't be a problem for him in, but in human form he usually., he sinks them, securing the win for the Beavers. •: In the 1888 Ernest Thayer poem, the great Casey, after deliberately getting two strikes to build even more dramatic tension, strikes out to end the game.
• Justified in the series: Quidditch matches end only when the is caught; catching the Snitch is also worth 150 points, usually resulting in a win for the team whose Seeker catches it. Thus, most matches end with the Seekers in a mad race for the Snitch. However, large portion of matches still end up by a winning team winning by 10 points. • The number of Harry Potter parodies that have pointed out how senseless this rule is are too numerous to list.
('This game is very complicated, but none of the rules actually matter, because once you catch this little golden thing.' ) Fans have pointed out that this may be because Hogwarts-level Quidditch isn't really very 'good' Quidditch — the Quidditch World Cup scene shows scoring happening at a much faster rate, thus making the 150 points from the Snitch less impressive and increasing the probability that grabbing the Snitch too early might lose you the game (as was done deliberately in the Quidditch World Cup).
Further, in the Hogwarts Quidditch tournaments, the exact score can matter for a team's placing, meaning even a team that would win when the Snitch is caught will wait if getting it too soon would win the game but lose the championship. (As happened with Gryffindor in Prisoner of Azkaban, Order of the Phoenix, and Half-Blood Prince.) • It also bears noting that J.K. Rowling's ' book characterizes Quidditch's rules as primarily being a senseless, thrown-together mess of traditions kept for tradition's sake.
(A lot like some real sports, come to think of it.) The Snitch itself only exists because of a riot that once broke up a Quidditch game when the players stopped playing to catch a bird intentionally released by so that the players would hunt the bird for his own amusement rather than play Quidditch for his own amusement. The 150 number is how many gold coins he offered as an incentive, and we're told that it would be worth, so it's probably lucky that it's only 150. • The of The Philosopher's Stone emphasises this element of it further, although the likelihood is far more that this is a case of sloppy research than deliberately this trope - Wood explains to Harry, directly after explaining scoring rules with the Quaffles, that 'you catch [the snitch], Potter, and we win.' • The novel Playing for Pizza opens with the main character, a journeyman 3rd string quarterback for the Cleveland Browns, blowing a colossal lead in the AFC Championship Game and being knocked unconscious-costing his team a chance at the Super Bowl. He's so disgraced he has to play in Italy.
• Deliberately invoked in, where Skeeve bets a huge fortune on a single hand of Dragon Poker, because he doesn't have a clue how to play and figures an (incorrectly assumed) 50% chance is better than any odds he could get if he tried. • Also played with - Skeeve's stated logic is this: He claims luck got him to the match. His opponent is highly skilled. In the long run his opponent's skill will defeat his luck.
However all the skill in the world cannot affect the outcome of a single hand. His opponent plays along because of the prestige of the biggest bet in the history of the game being made on the outcome of one hand. • Happens in a golf game in the series, which hinges on the final hole, the final game of a five-game series, and the next-to-final desperate shot from the depths of a sand trap.
This is, of course fault. • did this thrice, with hockey in 'Nice Guys Finish First', boxcar racing in 'Michelle a la Cart,' and with baseball and a twist in 'Stephanie Plays the Field'. •: • 'Making the Team,' from the fall of 1991, sees the normally clumsy Urkel lead an amazing second-half comeback for his team. Down 20 points late in the third quarter, Urkel connects on a shot just before the buzzer for the go-ahead points and help the team win the game. • A couple of weeks later, in 'A Pair of Ladies,' Urkel gets revenge on Carl's big-talking, thinks-he's-macho, hustling superior officer Lt.
Murtgauh in a poker game when the nerd one-ups Murtgauh's would-be-winning hand with 'two pairs of tens'. •: The 1977 episode 'A Shot in the Dark,' where Richie becomes a basketball hero for Jefferson High when his last-second shot wins a big sectional game. In the next round, he's fouled at the buzzer with Jefferson trailing by two points; he makes the first shot to pull Jefferson to within one, but on the shot that would send the game into overtime. He deliberately misses.
• Averted in the baseball episode, 'Take Me Out To The Holosuite'. The main characters lose the game 10-1 (with their single run being scored on an accidental bunt).
In two seperate games, at the start of the Superbowl Shuffle episode, they lose a game by making a moronic play call in a situation where all they need to do is have Finn just take a knee. Then at the end of the episode they win another game when the other team ignores the same basic game ending strategy and and do the exact same error as Finn did in the first. There is a lengthy analysis of this at the Glee JBM for season 2 page.
• Though the first was the result of the center being a dick with an intentionally low snap and the second was the result of the opposing center being frightened by their zombie makeup and snapping it high. • In one episode of The, Will is shown to be a very good basketball player, making all sorts of trick shots throughout the game. With his team down at the end, however, he's about to take a shot. When his cousin Carlton, wanting some glory himself, starts grappling with him for the ball, takes it, shoots, and misses horribly. • This comes up a couple of times in: • The police games in the episode 'The Great Wall' is said to be a tie between Station 4 and Station 5 going into the final event (a tug-of-war between both teams). One of the men on the Station House 5 team loses his footing, giving Station House 4 a brief shot at winning, but Murdoch is distracted by seeing a clue that solves the murder case he's been investigating and Station House 5 wins the event.
• The baseball game at the end of 'Stroll on the Wild Side' is tied 8-8 when Murdoch comes to bat with Inspector Brackenreid on base. Despite the distracting presence of a member of the Black Hand, Murdoch hits the home run that brings both of them home to win the game. • In the made for TV movie every playoff game the Buffalo Bills play comes down to the last play with just seconds on the clock. • Challenges on. The presenters sometimes lampshade the ridiculousness of this, and sometimes insist it really was that close. • Inverted in the race across London. Richard takes the lead instantly at the start and never relinquishes it.
• Many of the challenges on ended this way, with sometimes as little as a few hundredths of a second separating who stayed from who went home. The show also subverts this as often as not, with one particular contestant dominating a given challenge. Kelly's first elimination challenge and J.J.' S performance shooting steel in the finale are standout examples of almost comically one-sided matches.
• Several individual legs of have been decided by footrace, with the eliminated team in sight of the mat when the second-to-last team checks in. Season 7 had three legs decided this way. However, the only finale to be decided this way was in Season 2, with a footrace from the cabs to the Finish Line.
Tara and Wil were in the lead when they jumped out of the cabs, but Tara was asthmatic and could not keep up, allowing more physically fit Chris and Alex to race past her and win the million dollars. • In, Malcolm, Dewey and Reese are playing a basketball game with the foul-happy Hal, with the game tied, one move left and Hal on the offense. The boys realize they have no choice but to use 'The Play'. • Game show examples: • has seen countless Fast Money rounds come down to the final question, with the score in the 180-199 range and the final answer being just enough to win the grand prize (200 is needed to win). Made even more dramatic if there is a string of zero- or low-scoring answers with the second player.
Made heartbreaking if the final answer's score is zero or falls just short of the winning 200 score. In either case, the moment will be made more dramatic. •: A five-square win, only after each of the contestants have filled in four boxes (none of which leads to tic-tac-toe).
• (and even its precursor, and revival!) will often have its outcome determined based on a contestant's final spin. •: When a contestant solves the bonus round puzzle (or begins the correct answer) a split second before the buzzer. Sometimes, it's been so close that they've had to stop and check the tape, and not declare the contestant a winner until returning from commercial. • A few times, the Winner's Circle on was cleared only at the last second. •: While there were numerous close games through the years, one of the best 'down to the last play' games came in the midst of Ken Jennings' incredible 74-game run in 2004.
The game where he became champion was decided on Final Jeopardy! (he had the lead and bet liberally). On his 49th day, he had a mere $5,000 ($19,700 to $14,800) lead over the second place contestant and had to have the right answer (his opponent was incorrect) to win, which he did.
Another of his games saw one of his opponents wager everything on a Daily Double late in Double Jeopardy! And guess correctly, and that opponent briefly took the lead before Jennings reclaimed the lead just before the end of the round; with Jennings leading by less than $2,000, both he and his opponent engaged in a truly dramatic Final Jeopardy! With Jennings winning. Finally, Jennings last game saw him hold a slim lead over the woman that finally beat him (thanks to Jennings giving a wrong answer).
•: The use of the special 'red' categories frequently led to a showdown for a box that could give either contestant the win upon a correct answer. (In other words, both contestants have two of their mark in a line, and the box both are going for could give either one.
Trapshooting is one of the three major disciplines of competitive (shooting at clay targets). The other disciplines are and.
They are distinguished roughly as follows: • In trap shooting, the targets are launched from a single 'house' or machine, generally away from the shooter. • In, targets are launched from two 'houses' in somewhat 'sideways' paths that intersect in front of the shooter. • includes a more complex course, with many launch points. There are variations within each group. Trapshooting is practiced all over the world.
Trapshooting variants include but are not limited to international varieties, also known as 'International Trap', 'Bunker', ISSF Trap. Citrix Xenapp License File. And 'Trench'; also an Olympic event. Other non-Olympic include:, also known as 'DTL' and Nordic Trap. American Trap is the predominant version in the and.
American Trap has two independent governing bodies. The Amateur Trapshooting Association (ATA) sanctions events throughout the United States and Canada, as well as the Pacific International Trapshooting Association (PITA) which sanctions events on the West Coast of North America. Trapshooting was originally developed, in part, to augment bird hunting and to provide a method of practice for bird hunters. Use of targets was introduced as a replacement for.
Indeed, one of the names for the targets used in shooting games is clay pigeons. The layout of a modern trapshooting field differs from that of a skeet field and/or a sporting clays course. Trapshooting has been a sport since the late 18th century when real birds were used; usually the, which was extremely abundant at the time. Birds were placed under hats or in traps which were then released.
Artificial birds were introduced around the time of the. Glass balls (Bogardus) and subsequently 'clay' targets were introduced in the later 1800s, gaining wide acceptance. Contents • • • • • • • • • • • • • • • • Arms and equipment [ ] Trapshooting is typically shot with a 12 gauge shotgun. Smaller gauge firearms (e.g., 16, 20, 28 gauge) can be used, but no allowance is given.
Trapshooting is shot at either single or double target presentations. This refers to the number of clay targets which are launched simultaneously. Both general purpose shotguns and more specialized target-type shotguns are used in trapshooting. Examples of trap guns are single-barreled (such as the BT-99, MX-series, Krieghoff K-80, [Kolar] T/A) or a double barreled shotgun (such as the, Browning XT Trap, Beretta 682 Gold E and SKB'S). Shooters who shoot all sub-events will often buy a combination-set of a single and double barrel for shooting both singles and double targets respectively. Self-loading (semi-automatic shotguns) are popular for recreational shooting due to the lower perceived recoil and versatility because they can be used for singles, handicap, and doubles.
Shotguns used in trapshooting can differ from field and skeet guns in several ways and normally are designed with a higher 'point of impact' as the targets are intended to be shot as they rise. Trapshooting shotguns can be adjustable. Stocks may have a ' (fixed, raised 'comb') configuration and/or include a comb height adjustment, a butt plate adjustment for length, angle or both. Trap guns typically have longer barrels (750–850 mm, 30-34 inches), possibly with porting and featuring tighter chokes to compensate for the longer distances at which trapshooting targets are broken. The majority of trap shotguns built today feature interchangeable choke tubes as opposed to older guns which used chokes of a 'fixed' constriction. Interchangeable choke tubes can come in a variety of constrictions and may use names such as 'modified', 'improved modified' and 'full'. Trap guns are built to withstand the demands and stress of constant and lengthy repeated use - hundreds of shots in a single day of events, whereas typical field guns are built to be lighter, carried afield and not shot in such quantity.
Common accessories include wearing a vest or pouch that will hold at least 25-50 cartridges or 'shells' for singles and/or doubles events. Most ranges and clubs require eye and ear protection. Shooting glasses may be something as simple as the eyeglasses or sunglasses one presently wears. Specialized shooting glasses 'systems', such as typically have interchangeable colored lenses, are adjustable and designed for high impact resistance. A spectrum of different colored lenses are offered to compensate for light conditions as well as enhance the color of the target thrown while muting the color of the background.
Adjustable glasses allow on-range changes for conditions - light, color, etc. Hearing protection also comes in a variety of choice. Dense foam and electronics are used to reduce or attenuate sound levels. Typical hearing protection is either an 'earmuff' (worn over the ear) or an 'ear plug' (worn in the ). Some shooters use both simultaneously to gain greater noise reduction (NRR). There are also 'ear plugs' that are molded to the shape of your ear, and can be used for listening to music while shooting.
Trap machines and target launching methods [ ] Trap shooting requires the use of a target throwing device(s). American Trap and DTL utilize a single trap machine which is typically enclosed within a traphouse, downrange from the shooters' shooting positions.
The house provides protection of the machine (e.g. From weather and errant shots) and also acts to obscure the machine's oscillating throwing position. International or Olympic trap employs 15 trap machines housed within a large elongated traphouse which is recessed into the ground to form a 'bunker' and/or resemble a trench. International or Olympic Trap may at times be referred to as Bunker Trap. Modern automatic throwing machines can store hundreds of clay targets in a carousel and systematically self-load targets onto the throwing mechanism. Manual electric target throwers require a person in the traphouse with the trap machine, to set the target(s) by hand onto the machine arm. For both of these types, an electrical signal, from the push of a button or a sound activated device, causes the trap machine to throw its targets after the shooter calls for their bird(s).
Temporary or informal trapshooting can utilize other methods to launch targets. The simplest is a 'hand thrower' which is a hand-held arm which holds and releases that target when a person swings it. Another type of manual, non-electrical thrower utilizes a spring-loaded mechanism which is cocked and subsequently released by hand or foot. Ammunition [ ] American Trap typically uses lead shot ammunition, with shot sizes (for lead shot) ranging between #7 ½ and #9 (2.0-2.4 mm).
The major components of a shotshell are the 'hull' (casing), 'primer' (ignition device), 'powder' (smokeless gunpowder), 'wad' (shot cup and cushion), and 'shot' (round pellets). The 'shot' in a 'shotshell' consists of 300-450 +/- small spheres. Shotshells are allowed a maximum payload weight of 1 1⁄ 8 oz (32 g) of shot. Velocity may vary, but is limited based upon shot mass: 1,290 feet per second (390 m/s) for 1 1⁄ 8 oz (32 g), 1,325 ft/s (404 m/s) for 1 oz (28 g), and 1,350 ft/s (410 m/s) for 7⁄ 8 oz (24 g). Maximum loads are generally only needed for longer 'handicap' yardages or the second shot in Doubles Trap.
When required at certain trap clubs or ranges, steel shot is used with slightly larger shot size. Quality ammunition is readily available from a variety of manufacturers.
The more recognizable names include Winchester, Remington, Federal, Fiocchi and Rio. Ammunition may be marketed as 'premium' or other. Manufacturers price their ammunition accordingly. Remington prices their STS/Nitro family higher than their Gun Club line of shells. Federal prices their Gold Medal and Federal Paper shells higher than their Top Gun or Estate lines.
The quality of the hull construction, shot, powder and primer components impacts the price of shotshells. Reloading or self-loading of ammunition is popular among a segment of trapshooters, due in part to the sheer quantity of ammunition used in trapshooting. Reloading can be economical.
The ability to customize a shotshell 'recipe' to one's shooting, makes reloading attractive and adds another dimension to the enjoyment of shotgun shooting sports. History [ ] Trap shooting has been around since the 18th century.
A publication known as 'Sporting Magazine' states that by the year 1793, trap shooting was 'well established' in England. The first record of organized trap shooting in the United States is lilkely to have taken place at the Sportsman's Club of, in 1831.
Originally, live birds were used as targets, released from under hats. Glass balls came into use as targets in the 1860s and began to partially replace live birds, but are live targets are still used in some parts of the United States. The glass ball targets were invented by Charles Portlock, of Boston.
The glass balls were used by notable shooters like,, and. Most of the glass ball targets were made of colorless glass and had a diameter of 2½ inches.
Some targets, were filled with colored powder to indicate a hit, and add visual effect. Also, for the shooters who like the live game sport, they would fill the inside of the targets with feathers. When Bogardus took up glass ball and clay pigeon shooting in 1868, and went on to win many championships. Bogardus, was well known as one of the most successful trap shooters in the early years of the sport. In the spring of 1883 he would be defeated by a competitive shooter named Doc Carver.
Doc Carver idolized Bogardus, and all the other renown shooters. He attempted to attract the great Bogardus, but it wasn’t until six years later, when the two legends finally came together for a match, the winner wouldn’t be the more veteran Capt. Bogardus, it would be Doc.Carver. Carver had won 19 out of 25 matches. In most of those matches they were using Ligowsky targets. In 1880 'Clay' birds (disks) were invented by a man named Fred Kimble, but George Ligowsky takes the credit for the invention. The Ligowsky target was used widely in the early trapshooting community, as a replacement for the glass ball targets.
The downside of the Ligowsky targets were that they were too hard to break when hit. Fred Kimble made a more breakable target, unlike the Ligowsky target, which was made of hard baked clay, the Kimble target was made of coal-tar, pitch and other ingredients to make it more breakable. This is one of the modern automatic trap machines There were many different types of target throwers or also known as a “trap,” like one made by Bogardus, which was made to throw glass targets. This trap was able to throw the targets from 28 to 35 yards.
It was operated by a person behind the shooter, who pulled a string and released an elastic spring resulting in the target to be launched. The first automatic trap machine (to launch clay targets) was used in 1909.
Following the invention of the automatic trap machines, doubles trap was introduced. It was a big success in the competition community. In the 1912 Olympics, Jay Graham became the first American to win the gold medal in doubles trap. Three years later, in 1915 the American Amateur Trapshooting Association (AATA) was formed with as president.
This organization was the first organized and run by amateurs. When the AATA was disbanded in 1919, it was absorbed by an organization called the American Trapshooting Association.
In 1923 the American Trapshooting Association was renamed Amateur Trapshooting Association, and the same organization is still active today. International versions [ ].
Main articles: and Olympic trap [ ] Olympic trap is one of the, introduced to the Olympic program in 1900; the current version was introduced in 1950. In International competitions the course of fire is 125 shots for men and 75 shots for women.
There is a 25-shot final for the top six competitors. Several photos of a bunker facility are shown.
Olympic trap is also referred to as International and/or Bunker trap. Olympic Trap uses 15 fixed-angle machines as opposed to the single oscillating machine used in American Trap or DTL. The 15 machine computer controlled program is designed to deliver 10 left, 10 right and 5 straight-away targets to each competitor in a randomized sequence. A microphone release system is employed to provide uniformity in target release times.
The process of a round is as follows: There are six shooters, one to each station, with the sixth shooter initially starting at a holding station immediately behind shooter number one. At the beginning of first round of the day, test firing is allowed at the referee's permission. Upon receiving the start signal, the first shooter has 10 seconds to call for his target. After firing at his target, the first shooter waits for the second shooter to complete firing, then moves to station two, with the shooter on station six smoothly moving to station one. This procedure continues through the squad until the completion of the round. Generally, the round is refereed by a person on the line, behind the shooters.
They use a bicycle-type horn or similar, to signal lost targets. He is assisted by one or two flankers to either side of the bunker who keep score. With modern technology, computer screens are now used both at the bunker and perhaps, in the club house showing the rounds' progress. In major matches, there will be a large, perhaps 1 × 2.5 m (4 × 8 feet) or so board to one side that shows the scoring status clearly to all with large tiles: white to show hits, red to show misses. The guns may be loaded—but open-actioned—between stations 1 through 5. The gun must be unloaded and open in the walk from station five back to one. The unloading must be done BEFORE the shooter makes the turn to step off station five.
This open action requirement alone tends to discourage the use of auto-loading shotguns as it is time consuming to unload if the second shell is not used. Additionally, there are issues of reliability and the loss of the advantage a more open choke of the over-under shotgun type can provide for the first shot.
Since the UIT, now ISSF, mandated the 24 gram (7/8 ounce) shot load effective back in 1991, chokes have tended to become tighter. Often competitors will use 0.64–0.72 mm (0.025–0.030 inch) for the first barrel and 0.80–1.00 mm (0.032–0.040 inch) for the second. Guns are regulated to shoot dead on or, at most 5–8 cm (2–3 inches) high.
Considerable effort is expended to ensure a perfect fit as the relatively high 100 km/h (62 mph) exit speed of the target allows no time for conscious compensation of a poor fit as it so often can occur in the slower 64 km/h (40 mph) exit speed target games of American trap and skeet. Double trap [ ] Double trap is a relatively new trap form. An Olympic event since 1996 (from 2008 it has Olympic status only for men), two targets are thrown simultaneously but at slightly different angles from the station three bank of machines. The target speed is about 80 km/h (50 mph), very close to that of ATA doubles.
The only unique item in that the targets are released with a variable delay up to 1 second. This was instituted to minimize the practice of spot-shooting the first target. The ISSF has continuously adjusted the difficulties of its disciplines trap, skeet and double trap, to minimize the number of perfect scores, unlike ATA/NSSA where perfect scores are the norm. Missing a single target in a large ATA or NSSA match means the competitor has a limited chance of winning, whereas missing a target in Bunker or International Trap still allows a competitor a good shot at victory. With her victory in women's skeet shooting at the 2012 London Olympic games, became the first American to medal in 5 successive Olympic games. Her prior Olympic medals were for doubles trap shooting in 1996, 2000 and 2004 and for skeet shooting in 2008. Nationally and regionally recognized versions [ ] American trap [ ] American trap is popular throughout the United States and may be the most popular form of clay target shooting in North America.
It is widely practiced at clubs and facilities that offer trap shooting. Trapshooting outside of any official event is common and arguably the majority of American Trap trap shooting.
Most official events are governed by the and its rules. The ATA is the primary governing body of American trapshooting and is one of the largest shooting sports organizations in the world. The Pacific International Trap Association (PITA) is an independent governing body, and is active in the western US and British Columbia. PITA rules are nearly identical to ATA rules. Trapshooting outside of official events follows ATA rules and norms to widely varying degrees. The ATA hosts the Grand American World Trap Shooting Championships, which is held every August. After decades in, the 'Grand' moved to the new in.
The Grand attracts 4,500 (2015 numbers) shooters for the thirteen-day event. It was billed as the world's largest shooting event until the 's Minnesota state championship reached over 5,000 participants in June, 2015. The Grand American is still the largest ATA event. The ATA sanctions registered trapshooting competitions at local clubs and facilities throughout North America, and it coordinates Zone competitions leading up to the Grand American each summer along with 'Satellite Grands' throughout the U.S. State organizations hold state championship shoots each year, which are coordinated with and sanctioned by the ATA. American Trap is broken down into three categories: singles, doubles, handicap. The targets are thrown by a machine located at approximately ground level and covered by a 'trap house.'
For singles and doubles, there are five 'stations', each 16 yards (15.6 m) behind the trap house. In singles, each competitor shoots at five targets from each station. The trap machine oscillates left to right within a 54 degree arc (up to 27 degrees right and left of center), and at least a 34 degree arc (up to 17 degrees right and left of center)., and the competitor does not know where in that arc the target will emerge. In doubles, the machine does not oscillate, but throws two targets simultaneously with each competitor shooting at five (5) pairs (10 targets) from each station. In the handicap events, the machine operates the same as in singles, but the shooters stand farther away from the trap house. Recent changes specify a minimum handicap yardage of 18 yards (16.5m). Each time a competitor wins an event or shoots a score of 96 or higher, s/he may earn additional yardage (also known as 'getting a punch'), and must thereafter shoot from farther away from the traphouse.
The increase in effective distance is designed to increase difficulty. The maximum distance at which a handicap sub-event is shot is 27 yards (24.7 m). Safety regulations prohibit members of a handicap squad from shooting at varying yardages of more than 2-3 yards (1.8m-2.7m) apart, depending upon the handicap classification. In American Trap, each shooter is allowed only one shot per target. Unless the target was an illegal target, in which case the target is either broken or has broken regulations the shooter may reshoot that bird.
When shooting American Trap for practice or fun, a squad of up to five individuals will shoot a 'round' of trap which equals 25 targets per participant. Registered ATA events may require each shooter to shoot 50, 100 or 200 targets, depending upon the scheduled sub-event. Many of these shoots are for personal average or handicap yardage. ATA rules specify that shotgun gauges larger than 12 gauge (such as 10 gauge) are not permissible.
Maximum shot velocity is 1290 FPS (Feet Per Second) for shot charges up to 1 1/8 oz. And 1325 FPS for shot charges up to 1 oz. A variant of standard trap is Wobble or Wobble trap. The main difference is a more variable target flight path than in standard trap shooting because the trap machine oscillates up and down as well as side to side. Shooters are allowed two shots per pull, and shooters at stations 1 and 5 stand at the 18 yard (16.5 m) mark while positions 2–4 stand at the 17 yard (15.5 m) mark.
Although this version of trap is not sanctioned by the ATA, many shooters consider it to be both more challenging and engaging as well as a more realistic preparation for bird hunting. Other nationally and regionally recognized forms [ ] (DTL) is a form of trap popular in,, and. The trap machine oscillates left to right within a 45 degree arc and each competitor shoots in turn, then moves station after having attempted 5 targets from each station in each round of 25 targets. Two shots are permitted at each target, but second shots incur a points penalty. 3 points are awarded for each first-barrel hit, 2 points for a second-barrel hit, and 0 for a miss.
A perfect score in a 100-target competition is written as 100/300. The points score, rather than the number of targets hit, determines the winner and is used to determine classifications (AA, A, B and C class).
In the and (which is part of the Nordic Shooting Region), a form of trap formerly known as Hunter's trap and now as Nordic trap is popular. It is easier than the Olympic version. Etiquette and practices [ ] Trap etiquette is expected and practiced more fully during official and competitive events, but, to a lesser extent, also during informal shooting. American Trapshooting, more so than other shooting disciplines, including Olympic 'international' trap, develops a certain rhythm to a squad timing between shots. The manners of any other squad member(s) can affect the performance of individuals within a squad. Most persons using a semi-automatic shotgun employ a shell catcher - an ejected hull hitting an adjacent shooter in the head or arm can certainly disrupt their concentration. Most shooters carry a few extra shells in case they drop one or have a misfire.
Shooters usually avoid picking up any dropped shell, or other item, until after the 5th shooter has fired their 5th shot of the station and the squad is about to rotate to the next position, or sometimes until the end of the entire round. Idle chatting between shots, vulgar calls, and unnecessary movement can be generally disruptive. Commands from the scorer and other shooters are as important to squad timing as the behaviors of the shooters on the squad. To start a squad the shooter will ask if the squad and puller are ready (usually by calling 'Squad ready?' Then 'Puller ready?'
), followed by asking to see one free target, traditionally saying, 'Let's see one.' Especially during official and competitive events the scorer will call missed targets with a command of: loss, lost, etc. When the first shooter has fired their final shot of the position the scorer will sometimes call 'end' or 'ready' and will command 'all change' or 'please move' after fifth shooter has fired their last shot. The shooter on position five then moves behind the rest of the shooters on their way to the first station and will signal when he is ready to the first shooter who is now on station two.
The standard call for a target is 'pull,' but many shooters like to use their own variations of 'pull,' or words that will help them concentrate on the target; such as, 'yah', a grunt is acceptable, some may even use a whistle or beeper. Technique [ ] The technique for trapshooting is fundamentally different from rifle or pistol shooting. The latter shoots one projectile and aims to place accurately at a usually stationary target, and usually with at least a few seconds to aim. Trapshooting involves shooting hundreds of pellets at a time, at a target that is moving quickly downrange, and often quickly laterally, typically with less than a second to move the gun and fire. Instructors generally refer to the process as 'pointing' the shotgun rather than aiming it.
Champion shooters [ ] • Capt. Adam Henry Bogardus, born on a farm on Ravine Road in 1834, became the World Champion and United States Champion trap shooter. He is credited with romanticizing trap shooting and he invented the first practical glass ball trap in 1877. He and his sons were renowned crack shots that toured with the 's Wild West Show.
He is in the Trapshooting Hall of Fame. •, 'Doc' William Frank Carver (1840–1927), defeated Captain Adam Henry Bogardus, World Champion and United States Champion trap shooter, 19 times in a series of 25 matches.
• Vic Reinders (1906–1995), won eleven Grand American championships, including the Clay Target Championship in 1958, and has the distinction of being on more All-American teams than any other shooter in history. He is a member of the Trapshooting Hall of Fame, the Wisconsin Trapshooting Association Hall of Fame, and the. • SFC, won the gold medal in double trap at the in Beijing and has won double trap gold 12 additional times in sanctioned events.
Col., won the silver medal while representing India in double trap at the in Athens and won gold medals in double trap in 2004 and 2006 events. He is a two-time winner of the gold medal in individual double trap. • Harlan Campbell Jr., won over 125 Grand American awards, including three All-Around and two High Overall championships, and over 60 Satellite Grand titles. He is a member of the Trapshooting Hall of Fame and the Kansas Trapshooting Association Hall of Fame.
•, a six-time U.S. Olympic medal winner (1996-2016 games) including three gold medals and six-time national champion in double trap. She won a gold medal in skeet shooting at the, equaling the world record of 99 out of 100 clays. Ph.D, born in Medicine Hat, Alberta. Competing at an elite international level since 1970s, Nattrass has had multiple appearances, in one or both of trap or double trap, at Olympic Games, Commonwealth Games, World Championships, and Pan American Games. Nattrass is a 7-Time World Champion and repeat medalist at the Commonwealth Games, World Championships, and Pan American Games. As of the 2012 Olympics, Nattrass is one of only 122 athletes (and one of only 46 still active), all sports, to compete in at least six Olympic Games, appearing in 1976, '88, '92, 2000, '04 and '08.
She won a gold medal at the World Championships in 1974, '75, '77, '78, '79, '81, and 2006. She is also a member of the Canadian Sports Hall of Fame and the Amateur Trapshooting Association Hall of Fame. Youth shooting [ ] Trapshooting is becoming ever more popular among younger shooters. There are a number of programs geared towards encouraging youth shooting. In October 2008 the Amateur Trapshooting Association launched its youth program, AIM.
This program, focusing on academics, integrity, and marksmanship, is to provide a safe and positive experience with firearms for youth, elementary through college age. AIM encourages good sportsmanship and personal responsibility through competition in order to make trapshooting a lifelong avocation. Categories and classes are designed to create a more level playing field and encourage genuine competition. Age based categories are established on the birthday of the shooter. Categories are Pre-Sub (11 and under), Sub-Junior (12-14), Junior (15-18) and Graduates/Collegiate (18-23). For purposes of determining age category the category declared by the participant on the first day he/she shoots shall be used.
AIM Shooters have the opportunity to compete at local and State/Provincial levels as well as at the Grand American World Trapshooting Championships. The AIM Program offers the opportunity to compete in a unique sport that is heavily reliant on mental focus as well as enjoy the thrill and excitement of registered trapshooting. To encourage young shooters, the ATA provides 'special categories' for younger shooters who compete at ATA events. These categories include 'Junior' class for shooters who have not turned 18, and 'Sub-junior' for those not yet 15 as of the beginning of the ATA trap year (September 1). The ATA also allows shooters under the age of 18 to shoot for half-price at the Grand American as well as many other large ATA sponsored shoots. The ATA and state organizations such as the Texas Trapshooters' Association (TTA) award scholarships to college bound trapshooters based on citizenship, scholarship, and need. Numerous former TTA junior shooters are now attending college with the help of TTA and ATA scholarships.
The (SCTP) promotes gun safety, personal responsibility, and sportsmanship among primary and secondary students. Teams compete at the local, state, and national level. Athletes are divided into four divisions based on academic grade level and experience: Rookie (fifth grade and below), Intermediate (sixth through eighth grades), Junior Varsity (ninth through twelfth grades), and Varsity (eleventh and twelfth grades with at least two years of experience at the Junior Varsity level).
Trophies and college scholarships are awarded to third place, runner-up, and champion squads in each division at the SCTP National Championships, which are held concurrently with the first two days of the Grand American Trapshooting Championships in Sparta, Illinois. The runs high-school trapshooting leagues in various states nationwide, the largest of which is Minnesota, where over 8,000 students from nearly 300 schools compete.
All teams in USAHSCTL leagues are school-sanctioned as a prerequisite for team/league formation. The Minnesota State High School Clay Target League Championship is the largest youth trapshooting event in the world with 3,948 student athletes in 2014. Additionally, non-scholarship college teams are growing in popularity.
Leading college trap teams include those from,,, and. Teams from these schools dominate the. See also [ ] References [ ]. Retrieved 2016-02-27. • ^ Shotgun games by JeffJohnston Managing Editor American Hunter magazine July 2013 pages 40,41 •.
Pilla Sport Canada. Retrieved 2015-10-26. • Snapp, Rick (2009). The Gun Digest Book of Trap & Skeet Shooting 5th edition. Iola, WI: Gun Digest Books. • Snapp, Rick (2009).
The Gun Digest Book of Trap & Skeet Shooting 5th Edition. Lola, WI: Gun Digest Books. • Bensalem pigeon shoot highlights need for new law in Pennsylvania • ^. Retrieved 2017-04-26.
• ^ Eaton, D.B. Cincinnati: Sportsmen's review publishing Co. Retrieved 2015-10-26.
Archived from on 2015-09-30. Retrieved 2015-10-21. • ^ ATA Rules, ByLaws, Policies and Other Shooter Information by Amateur Trapshooting Association, Vandalia Ohio September 1, 2007 reprinting Page 48 • The Little Trapshooting Book by Frank Little Published by Further Adventures Inc. Auburn, California 1994 Compiled from Frank Little's training articles in Shotgun Sports magazine., •.
Trapshooting Hall of Fame. Retrieved February 22, 2015.
Trapshooting Hall of Fame. Retrieved February 22, 2015. Trapshooting Hall of Fame. Retrieved February 22, 2015.
Wisconsin Trapshooting Association. Retrieved February 22, 2015. Wisconsin Sports Development Corporation. Retrieved February 22, 2015.
Retrieved 2016-08-12. Retrieved 2016-08-12. Retrieved 2016-08-12. Trapshooting Hall of Fame. Retrieved February 22, 2015. Kansas Trapshooting Association.
Retrieved February 22, 2015. Retrieved 2015-10-26. • Morken, Eric.. Pioneer Press. Retrieved 5 August 2015.