Background:
A successful game of golf is heavily dependent on the technical execution of the golf swing.
The issue:
It is possible to imagine many games that are similar to “golf,” except that they do not use a golf club to drive the ball (perhaps “frisbee™ golf” is the most well-known existing example, although it does not use a golf ball).
Proposal:
Let’s imagine a bare-bones version of “artillery / cannon golf” with only the following two elements:
- Select a force to apply to the golf ball…
- …and select the direction to apply this force.
(This is the approach seen in most video game implementations of golf, since pre-2000 controllers had no satisfactory way of approximating a golf swing.)
Figure 2 details a method of implementing this abstracted “cannon golf.”

The advantage of this system is that it allows a “cannon golf” player to understand the theory of golf without requiring strength or technical execution skills: the required abilities are instead 1) an understanding of trajectories, 2) accurate evaluation of distance, and 3) an understanding of the effects of the current wind direction(s).
Figure 2 shows a mockup of what “cannon golf” might look like on a golf course.

PROS: Could increase the number of people interested in golf-related activities, thus opening up new revenue streams for golf courses and golf instructors.
CONS: This system might evolve into a computer-controlled cannon that plays the game itself, thus hastening the arrival of human-oppressing robotic overlords.
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