High Noon Analysis

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The stories of Sanger Rainsford from “The Most Dangerous Game” and Will Kane from High Noon are prime examples of quick thinking in adventure stories. They are both about a protagonist who is being hunted by a maniac. Although they both have the same idea around them, there are differences. Them being where the story takes place and patterns that come about within the story. The patterns aren’t very different but you can tell how they are. Both of these stories include a life or death situation where the protagonist needs to think quickly and carefully before he meets his maker when the time comes. Although these stories are pretty much completely different, there are similarities to see. One of these similarities is the idea of the plot, someone is out to get you. Deep into the story, the protagonist of High Noon, Will Kane walks into a church and says, “Maybe some of you already know. If you don’ it looks like Frank Mitchell is coming back on the noon …show more content…
“Outskirts of Hadleyville-Day. It is not yet eleven A.M., the sun is high and hot in a clear sky” (Foreman 288). Hadleyville is in Arizona, United States of America. The time in this pre Spanish-American War in the late 1890s. “But as he forged along he saw to his great astonishment that all the lights were in one enormous building- a lofty structure with pointed towers plunging upward into the gloom. His eyes made out the shadowy outlines of a palatial chateau; it was set on a bluff, and on three sides of it cliffs dived down to where the sea licked greedy lips in the shadows” (Connell 215). When Rainsford lands on the island, he walks through the woods and finds a Hogwarts looking house. The game that Rainsford plays takes three days to play on Ship-Wreck Island. Although both men need to act quickly, Rainsford has more time but needs to stay on alert and Will Kane knows exactly when Frank Mitchell will come but only has an hour and thirty minutes to

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