Savage / Stevens model 94
94B, 94C, 94BT, 107B,107C, 107BT
12, 16. 20, 28, gauge & 410
The illustration shown below was scanned off a Savage factory parts list, using factory reference numbers, which are converted to factory part numbers. This is important as about all obsolete parts suppliers use ONLY factory or closely associated numbers where ever possible so everyone is on the same page.
Note, for some of the older firearms,
many over 100 years old, the factories never used what we now know as assembly
drawings, but just views of many of the component parts & possibly randomly
placed
 as seen below
|
The parts listed below are for your
identification purposes only. The author of this website DOES NOT have any parts. |

The illustrated parts shown here, are from original factory parts list of about 1950 & use factory party numbers
This is the fastest-growing sector. Entertainment content here is raw, authentic, and fast. A 15-second clip can launch a music career, start a fashion trend, or swing a political election. It has changed the rhythm of narrative storytelling, forcing creators to "hook" the viewer in the first second.
Entertainment content and popular media are no longer industries; they are ecosystems. They are the air we breathe in the waiting room, on the commute, and in the three minutes before we fall asleep.
The power dynamic has irrevocably shifted. The gatekeepers (studios, critics, editors) still exist, but their walls have crumbled. In their place stands the algorithm—flawed, biased, but democratic. Anyone with a smartphone and a Wi-Fi signal can inject a story into the global bloodstream.
As we move forward, the challenge for consumers is to resist the passive scroll. To recognize when we are being fed content versus when we are engaging with art. To value the strange, the slow, and the difficult, because if the algorithm had its way, it would only ever show you what you already know.
The story of popular media today is the story of choice. Choose wisely. And maybe, for the next hour, put the phone down and watch the credits. You might be surprised by what you find.
Keywords integrated naturally: entertainment content, popular media, streaming platforms, algorithm, short-form video, representation, AI, global culture. FakeDrivingSchool.19.06.03.Tanya.Virago.XXX.108...
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In 2026, the entertainment landscape is defined by the full integration of artificial intelligence into production and a fundamental shift in how audiences engage with stories. We are moving from a world of passive consumption to one of active participation, where "authenticity" has become the industry's rarest and most valuable currency The Rise of "Synthetic Media" and AI Integration
Generative AI has moved from experimental novelty to a core infrastructure for major studios. Production Speed & Cost
: AI-driven scriptwriting, storyboarding, and automated editing are expected to reduce pre-production costs by this year. Synthetic Celebrities
: Virtual actors and "AI idols" are increasingly carving out acting and modeling careers, offering studios flexible talent options while simultaneously sparking protests over the preservation of human creative jobs. Generative Video This is the fastest-growing sector
: Tools like Sora and Runway now allow for the creation of high-fidelity scenes that previously required massive budgets. This has led to the emergence of "AI-native" workflows where fix-it-in-post is replaced by "fix-it-in-pre". Content Formats for the "Attention Economy"
As attention spans remain a primary currency, new formats have gained massive commercial traction.
2026 Media & Entertainment Industry Outlook | Deloitte Insights 3 Mar 2026 —
Why are we spending an average of 7.5 hours a day consuming entertainment content and popular media? The answer lies in psychology.
For decades, the metric of success for entertainment content was linear: high ratings equaled high quality. Today, the landscape is fractured. The "golden age of television" has given way to the "age of abundance." In 2024, over 600 scripted series were released across streaming platforms. This deluge creates a paradox known as choice paralysis. Why are we spending an average of 7
Popular media has responded by decoupling critical success from algorithmic necessity. For every critically acclaimed masterpiece like Succession or Shogun, there are dozens of "second-screen" shows—programs specifically designed to be watched while scrolling through a phone. These shows rely on loud dialogue, repetitive visual cues, and cliffhangers every three minutes to keep the half-attention of the distracted viewer.
This bifurcation has forced creators to pick a lane: Are you making content (disposable, algorithm-friendly, reactive) or art (dense, rewatchable, human-centric)? The most successful players in popular media are learning to do both, using short-form clips (TikTok recaps) to drive long-form engagement (four-hour director’s cuts).
As traditional celebrity fades, a new archetype rises in the hierarchy of popular media: the relatable creator. Studio-produced content feels "cold" to Gen Z and Alpha viewers. They prefer the shaky, handheld vlog of a creator sitting in their messy bedroom over a glossy, million-dollar studio production.
This is the era of "de-influencing" and "raw-dogging" reality. Audiences have developed a hyper-sensitive radar for corporate inauthenticity. When a brand tries to sound like a teenager on TikTok, the crowd turns hostile. Consequently, the most successful entertainment content today blurs the line between production and reality.
Consider the "react" video economy. A creator reacting to a movie trailer or a music video generates more views than the original asset. The commentary becomes the content. This meta-layer—watching someone watch something—is a uniquely modern phenomenon that proves our hunger isn't just for stories, but for shared human reaction to stories.
In film and television, the "Cinematic Universe" approach dominates. Intellectual Property (IP) is king. Studios prioritize established franchises (Marvel, Star Wars, Harry Potter) over original scripts because they offer a built-in audience and vast merchandising opportunities.
Video games generate more revenue than movies and music combined. Platforms like Twitch have turned gaming into a spectator sport. Popular media now includes "let's plays," esports tournaments, and live-streamed reactions. Games like Fortnite are not just games; they are social hubs where virtual concerts and movie trailers premiere.
Note that extractors for guns made prior to 1950 were
.435 wide at the top, while the later ones were .308.
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opyright © 2005 - 2020Â
LeeRoy Wisner with credit given for original illustrations. All
Rights Reserved
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Originated 11-03-2005Â Last updated
11-08-2020