Carpe Diem

May 26, 1994

Miniature golf is a dim game left over from the 1950s when we were frantically trying to convince ourselves that the Russians weren't going to kill all of us before we could buy next year's two-tone Chevy. Actually, it's left over from the Depression, when even things that weren't fun were fun.

There aren't that many places where it's still around. It takes up a lot of real estate, right where a shopping center or a hamburger stand would make more money, probably. But it has one thing that I've always been attracted to. The little door that opens and closes in front of the windmill. You've got to time your stroke just right, and if you get it wrong the ball hits the closed door and goes down into a creepy spot where you can spend five or six strokes getting it out. If you get the ball through the door, it doesn't mean you're going to win the game, but at least you're ahead for a while. Winning the game isn't that big a deal anyway.

There's always a lot of really good reasons why you shouldn't do something. The list is endless, and the chances of failure are incalculable. The penalties can be severe. You can make a fool of yourself a thousand different ways, but if you never take a chance, even a big one, you will die a fool. Ultimately, you will regret the things you didn't do more than the things you did do. There are windows that open and then they close. Sometimes they open again, but usually they don't. Seize the day. You can only die once.

"Carpe diem," means "seize the day," make use of what opportunity the moment presents.



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Carpe Diem

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