Fact-checked by Grok 2 weeks ago

HyperCard

HyperCard is a pioneering hypermedia authoring tool and application development environment created by . for the Macintosh computer, allowing non-programmers to construct interactive "stacks" of linked "cards" containing text, graphics, sounds, and buttons for navigation and multimedia experiences. Developed by Apple engineer , HyperCard drew inspiration from hypertext concepts pioneered by and Doug Engelbart, and was first released on August 11, 1987, initially priced at $49.95 but soon bundled for free with new Macintosh systems. A version adapted for the was released in 1991, extending its reach to that platform. The software's core innovation was its scripting language, an English-like, object-oriented system that empowered users to add logic, calculations, and interactivity without traditional coding expertise, making it accessible as an "erector set for building applications." HyperCard flourished in the late and , powering a wide array of including , games like the original , business tools, and even real-world systems such as the lighting controls for the . Its visual, card-based metaphor and functionality democratized software creation, fostering a vibrant community that shared thousands of stacks via floppy disks and early networks. By version 2.0 in 1990, enhancements like a , , and support for external commands (XCMDs) further expanded its capabilities for more complex projects. The software's influence extended far beyond Apple, shaping the conceptual foundation for the —its inventors and cited HyperCard as a key inspiration—and early browsers like ViolaWWW and , as well as modern tools like and wikis. However, as the internet rose in the mid-1990s, HyperCard's proprietary stacks waned in relevance, with development ceasing after version 2.4.1 in 1998; Apple fully discontinued sales in March 2004, though emulations and successors like SuperCard and open-source revivals like preserve its legacy today.

Overview

Core Design Principles

HyperCard, released by Apple in 1987 and designed by , was conceived to empower non-programmers to create interactive software applications without requiring advanced coding skills. Its core architecture revolves around a card metaphor, where each card represents a screen-sized unit analogous to a physical , capable of holding text, graphics, buttons, and fields to organize and present information in a visually intuitive manner. This design choice made HyperCard accessible, allowing users to manipulate content as if shuffling through a deck of cards on the Macintosh interface. At the heart of HyperCard's structure are stacks, which function as collections of multiple cards that share common elements through a background layer. Backgrounds enable reusable components, such as toolbars, navigation aids, or persistent graphics, to appear consistently across cards within a stack, promoting efficiency in design and reducing redundancy. This layered approach—background for shared assets, foreground for card-specific content—facilitates the creation of cohesive, modular hypermedia environments. Data in HyperCard is managed primarily through fields, which serve as editable containers for text or graphics, supporting features like for longer and built-in search capabilities across entire stacks. These fields allow users to input, display, and manipulate information dynamically, forming the basis for database-like functionality within the hypermedia framework. The system's hypermedia linking mechanism relies on buttons that trigger navigation between cards, establishing hyperlinks for non-linear exploration and branching paths through the stack's content. This enables users to jump seamlessly from one card to another, fostering interactive narratives or informational networks that mimic the associative nature of human thought. provides a simple to enhance on these structural elements. Users navigate HyperCard stacks through a combination of interactive buttons and the Go , which functions as the primary panel for moving between cards within a . The Go includes commands such as Next and Previous to advance or retreat through sequential cards, to return to the first card, and End to jump to the last card. Additionally, the Find command in the Go enables searching for specific text across cards, prompting the Message Box with a pre-typed "find" query that users can complete and execute. Stacks often feature default buttons, such as left and right icons, placed on cards to facilitate quick transitions without relying on menus. The user interface centers on a card window displaying the current card's content, with an integrated menu bar that combines standard Macintosh menus (File, Edit) with HyperCard-specific ones like Go, Tools, and Options. The tool palette, accessible via the Tools menu or a keyboard shortcut, offers icons for selecting the Browse tool (for clicking buttons and editing fields), painting tools for drawing, and selection tools for manipulating objects on the card. HyperCard runs in windowed mode by default, allowing multiple stack windows to be open simultaneously—up to 18 card windows in version 2.x—while supporting full-screen presentation through window maximization or specific display settings. Customization options enhance intuitive exploration, including resizing the card window by dragging its lower-right corner to fit different screen sizes or preferences. Users can adjust card dimensions via the , hide scrollbars for a cleaner view when content fits the window, and in later versions like 2.2, enable color support for buttons, fields, and backgrounds to add visual depth. The Message Box, invoked via the or Command-M, serves as an interactive command line at the window's bottom, where users can enter ad-hoc instructions during navigation for immediate feedback and exploration. Accessibility is supported through keyboard shortcuts that mirror menu actions, such as Left and Right for previous/next navigation, Command-Left (or Command-1) for , and Command-Right (or Command-4) for End. The (Command-F) and Message Box (Command-M) further aid users preferring input over interactions. Basic error handling occurs via standard Macintosh dialogs, ensuring smooth user flows by notifying of invalid navigation attempts, such as non-existent cards, without disrupting the stack experience.

Technical Components

HyperTalk Scripting Language

HyperTalk is a high-level, procedural designed for use within Apple's HyperCard environment, enabling users to customize behaviors and interactions in hypermedia stacks. Developed by in collaboration with starting in , it was originally named WildTalk before being renamed HyperTalk to align with the HyperCard product. The language draws inspiration from natural English to reduce the programming barrier, allowing non-experts to create scripts that manipulate objects like buttons, fields, cards, and stacks without requiring traditional coding expertise. At its core, HyperTalk employs an event-driven syntax where scripts are attached directly to objects and consist of handlers that respond to specific messages or events, such as on mouseUp for button clicks or on openCard for card transitions. These handlers use a verbose, English-like for , incorporating commands for (e.g., go to [card](/page/Card) 5), searching (find "text"), data manipulation (put value into [field](/page/Field) "Name"), and (sort by number). Control structures include loops like repeat with i = 1 to 10 and conditionals such as if condition then followed by else clauses, facilitating procedural logic for tasks like or user interactions. For example, a simple script to advance to the next might read:
on mouseUp
    go next card
end mouseUp
This attaches to a , executing upon release to enable seamless . HyperTalk supports both global and local variables for storing data, declared implicitly (e.g., put 42 into myVar), with locals scoped to handlers and globals prefixed by global. Built-in functions handle (e.g., random(100) for integers up to 100, sqrt(16) yielding 4) and string operations (e.g., offset("world", "hello world") returning 7, length("HyperTalk") giving 9), allowing scripts to perform computations and text processing without external dependencies. A example for processing data could be:
repeat with i = 1 to the number of cards
    put random(10) into field "Score" of card i
end repeat
This randomizes scores across cards, demonstrating variable use and . Central to HyperTalk's is its hierarchical message-passing system, where events propagate through an object —starting from the originating object (e.g., a ), then to the , , stack, home stack, and finally HyperCard itself—unless handled or passed explicitly with pass or send. This allows scripts at higher levels to intercept or modify behaviors, promoting and without explicit calls. For instance, a stack-level handler can override a visual :
on visual
    send "visual effect dissolve" to HyperCard
end visual
Such propagation enables efficient event handling across complex stacks, reducing code duplication.

Externals and Plugins

Externals in HyperCard, commonly referred to as XCMDs (external commands) and XFCNs (external functions), consist of compiled code modules written in languages such as C, Pascal, or 68000 Assembly. These modules extend HyperCard's functionality by allowing developers to perform actions or return values that surpass the native capabilities of the HyperTalk scripting language. XCMDs execute procedures without returning data directly to the script, while XFCNs compute and return results, such as strings or numbers, via a designated return handle in the parameter block passed from HyperTalk. Integrated as code resources (with resource types 'XCMD' or 'XFCN') into stacks, the HyperCard home stack, or the application itself, they are invoked seamlessly within HyperTalk scripts, following the standard message-passing hierarchy. Common applications of externals include graphics manipulation, such as applying image filters or creating custom ; sound playback for digitized audio resources; file input/output operations exceeding HyperCard's built-in limits, like advanced copying or deletion across files; and network connectivity in later versions, enabled through externals that interface with for inter-application communication on networked systems. For instance, built-in externals handled printing tasks, while third-party ones supported video disc control and remote data retrieval. These extensions allowed to interface with hardware and system-level features otherwise inaccessible. Developing externals required compiling source code into Macintosh code resources using tools like Macintosh Programmer's Workshop (MPW) for Pascal or C. The process involved defining an entry point that receives an XCmdBlock parameter structure—containing up to 16 parameter handles, a return value handle, and callback functions for HyperCard interactions—then linking the output with commands such as -rt XCMD=6555 for resource type specification. Apple's HyperCard Developer's Kit, included with the software, supplied essential libraries like HyperXLib and interface files (e.g., HyperXCmd.p) to streamline integration, along with sample code for built-in externals like the 'Flash' XCMD, which inverts the screen a specified number of times. Developers typically added the resulting resource to a stack via ResEdit or similar utilities. Externals faced several limitations, including platform specificity tied to the Macintosh , initially restricting portability beyond Apple systems. Security risks arose from untrusted third-party code, which could access low-level system resources or memory without safeguards, potentially leading to crashes or . Performance overhead occurred due to the loading and execution of code resources on demand, compounded by constraints like a maximum 32 KB size per module and prohibitions on global or static variables, necessitating manual memory allocation and deallocation via callbacks. By 1990, numerous third-party had emerged, offering tools for database , animations, and further enhancements.

Historical Development

Conception and Early Development

, a key member of the original Macintosh development team, conceived HyperCard in 1985 as a system to enable non-programmers to create interactive applications and media, drawing inspiration from a personal experience that revealed a vision of interconnected information across vast scales. The project began under the internal code name WildCard in March 1985, initially focused on a card-based metaphor modeled after physical index cards and rolodexes to organize and link information intuitively. This approach aimed to democratize computing by allowing end-users to build custom tools without traditional coding expertise, aligning with broader hypertext concepts but tailored for the Macintosh's . As lead designer, Atkinson spearheaded the effort at Apple, with significant contributions from , who co-designed the HyperTalk scripting language added in fall 1986 to extend the system's programmability. The development occurred within Apple's push to enrich the Macintosh software ecosystem following the 1984 launch of the original , emphasizing GUI-driven tools to empower everyday users amid growing competition in personal computing. Atkinson's prior work on and informed the integration of graphics and interactivity, positioning HyperCard as a versatile extension of the Mac's user-friendly paradigm. Prototyping emphasized balancing accessibility for novices with sufficient depth for complex applications, a challenge Atkinson addressed by iterating on stack structures that supported linking, scripting, and without overwhelming the hardware constraints of early Macintosh models like the 1986 . Early tests focused on performance with limited , ensuring the tool ran efficiently on standard configurations while fostering creative exploration. This phase refined core principles of navigation and user interaction that would define the final product.

Launch and Initial Versions

HyperCard was publicly announced by on August 11, 1987, at the Macworld Expo in , where it generated significant buzz as a novel hypermedia tool for the intosh. The software shipped later that month, priced at $49.95, making it accessible to a broad audience of users beyond professional developers. This initial release, version 1.0, introduced core functionalities such as intuitive card-based editing for creating and navigating stacks of digital "cards," each capable of holding text, graphics, and buttons for linking content. It also debuted , a user-friendly that allowed non-programmers to add , like responding to user clicks or manipulating data, all within the constraints of the era's Macintosh hardware, which typically featured limited RAM and storage. Apple's marketing positioned HyperCard as a versatile "software ," emphasizing its modular components—such as backgrounds, fields, and buttons—that users could assemble like building blocks to construct custom applications without deep coding expertise. To demonstrate its potential, the product included sample stacks, including interactive demos that showcased through linked , such as geographic explorations, highlighting how everyday users could build educational or personal tools. Atkinson himself promoted it as empowering individuals to harness the Macintosh's graphical interface for creative expression, aligning with Apple's vision of democratizing . Following its launch, HyperCard saw rapid adoption, particularly among educators and hobbyists who appreciated its ease in creating interactive lessons and personal databases, fostering a of stack-sharing via floppy disks and early . By 1988, Apple bundled it free with all new intosh computers, further accelerating its spread and embedding it deeply within the Mac ecosystem. This inclusion extended to the release of System 6.0 that year, where HyperCard became a standard component, contributing to its ubiquity on millions of machines and solidifying its role as an essential creative utility.

Evolution to Later Versions

HyperCard 1.2, released in 1988, expanded stack sizes to a maximum of 64 MB and delivered improved performance through optimized memory handling and faster card transitions. It also added support for 32-bit addressing on Macintosh II systems. In 1990, HyperCard 2.0 enhanced integration with other applications via AppleEvents, enabling stacks to communicate with external programs for more dynamic interactions. It included better graphics tools such as variable card sizes, multiple stack windows, and support for multiple fonts and styles in fields, alongside a built-in script debugger and user-definable menus to facilitate advanced scripting with HyperTalk. Priced at $99, this update aimed to leverage the growing capabilities of modular Macintosh systems. HyperCard 2.2, released in 1993, featured an incomplete and buggy port to Windows, marking an attempt at cross-platform expansion but limited by compatibility issues. It also improved printing capabilities with enhanced report generation and added support through the Movie XCMD, allowing stacks to embed and control video playback. This version integrated third-party extensions for color support, enabling stacks to display color images and animations on capable hardware. Subsequent updates included HyperCard 2.3 in 1995, which added further enhancements to color tools and authoring capabilities. The final , 2.4.1 released in 1998, introduced internet connectivity features such as buttons and the HyperTalk "open " command, allowing stacks to link to and interact with resources using external browsers. Although a 3.0 with deeper and internet integration was demonstrated in beta form at the 1996 , it was never released. Externals evolved alongside these versions, with XCMDs adapting to new and scripting capabilities for custom extensions. These updates were primarily motivated by user demands for multimedia enhancements, like color and video support, and cross-platform compatibility to broaden accessibility beyond Macintosh. However, updates declined after 1997 as the rise of the overshadowed HyperCard's hypermedia model, shifting focus to browser-based tools. Apple discontinued sales of HyperCard in 2004.

Applications and Uses

Educational and Creative Applications

HyperCard played a pivotal role in educational settings during the late and early , enabling the creation of interactive tutorials and simulations that facilitated nonlinear learning without requiring advanced programming skills. Teachers and students alike could author custom stacks to explore complex topics, such as oil-spill modeling or geographical information systems, allowing users to navigate concepts at their own pace. For instance, in K-12 curricula, HyperCard was integrated into programs like Apple's Apple Classrooms of Tomorrow (ACOT) project starting in 1985, providing gifted and talented students with tools for image processing and interactive exploration in select classroom sites. A notable example is the "HyperCard in the Classroom" stack distributed by Apple, which offered beginner skills for designing cards and stacks tailored to large-group presentations or individual study, enhancing reasoning in subjects like family and through tutorial stacks such as "Continuing Concerns of the Family." In language learning, HyperCard supported the development of (CALL) stacks with built-in quizzes and dialogues, lowering barriers for non-experts to create content. University courses in the 1990s frequently incorporated HyperCard for student projects; for example, low-proficiency ESL students at a U.S. used it to build stacks incorporating course vocabulary, resulting in a 68% average improvement in English skills over a short program. Simulations extended to scientific models, including solar system explorations in educational projects like the NASA Space Settlement Design, where stacks provided background information on planetary configurations and orbits. Additionally, scripting briefly enabled simple quiz logic and animations in these stacks, making them engaging for learners. On the creative front, HyperCard empowered personal expression through navigable art portfolios and multimedia aids, treating its card-based structure as a canvas for artistic experimentation. Users leveraged its built-in drawing tools—like the paint brush and dither patterns for grayscale effects—to create visual galleries or subtle landscapes, often without traditional coding. For storyboarding, HyperCard served as an active tool for sequencing screens and prototyping interactive narratives, allowing writers to visualize flows in multimedia projects. In music composition, stacks facilitated aids like sound resource integration for tracks or assessments, with examples including algorithmic pieces using HyperCard's built-in instruments such as flute and harpsichord to generate compositions. A landmark creative application was the prototype for the adventure game Myst, initially developed as a HyperCard stack in the early 1990s, showcasing navigable environments with graphics and ambient audio that influenced interactive storytelling.

Commercial and Professional Uses

HyperCard found widespread adoption in business environments as a tool for developing custom in-house applications, particularly database front-ends for managing and . Companies utilized its stack-based structure to create simple yet interactive prototypes for (CRM) systems, allowing non-programmers to link text fields, buttons, and visuals for tracking client interactions and sales pipelines. For instance, sales teams built presentation stacks that combined elements like images and scripts to deliver dynamic pitches, streamlining corporate workflows before the advent of web-based tools. In research and scientific fields, HyperCard enabled the creation of data visualization tools and specialized diagrams, serving as an accessible platform for prototyping complex analyses. Researchers developed geographic information systems (GIS) using its hyperlinking capabilities to overlay maps with interactive data layers, such as electronic atlases for . In , it powered image databases and workstations, like the system, which organized scans and diagrams for quick retrieval and annotation during diagnostics. databases and oil-spill modeling stacks further demonstrated its utility in scientific simulations, where users could navigate layered information with embedded calculations. Professional institutions, including , employed HyperCard for training simulations, such as an intelligent tutorial and diagnostic system for the Main Engine Controller Lab, which used hypermedia links to guide personnel through scenarios. Another notable professional use was in infrastructure control, where HyperCard software ran parts of the lighting system for the in , , the world's tallest buildings at the time of their completion in 1998. In media and entertainment, it facilitated early game development, notably adventure titles like , the first game released on in 1989, featuring point-and-click exploration in a whimsical world. These applications contributed to the creation of thousands of stacks, including numerous commercial ones, many serving as precursors to interactive catalogs and corporate information systems akin to pre-web intranets.

Reception

Critical Acclaim

HyperCard garnered significant critical acclaim upon its 1987 release for revolutionizing personal computing through accessible hypermedia tools. The New York Times reported in 1988 that it topped Macworld Magazine's World Class Awards as readers' favorite product, praising its capacity to empower everyday users to develop sophisticated, interactive applications without traditional coding expertise. Reviewers highlighted its intuitive design, which facilitated rapid prototyping by allowing seamless integration of text, graphics, buttons, and scripts, effectively bridging the divide between visual design and functional programming. The software's acclaim extended to its role in cultivating vibrant user communities, where enthusiasts shared custom "stacks" via floppy disks, bulletin boards, and emerging user groups dedicated to HyperCard development and exchange. Educators particularly celebrated its democratizing potential, with noting in 1989 that HyperCard introduced "computer magic" to classrooms by enabling teachers and students to author content effortlessly, thus lowering barriers to creation. This ease of use spurred widespread adoption, as it transformed passive computer interaction into active, creative expression. Prominent endorsements further amplified its reputation. , in a 2010 D8 conference interview, described HyperCard as "huge in its day," emphasizing its profound influence on software innovation. The World Wide Web's development drew inspiration from HyperCard's concepts, as noted in Tim Berners-Lee's 1989 proposal which referenced it as an example of hypertext systems.

Market Performance and Decline

HyperCard achieved significant market success in its early years, primarily through its bundling with new Macintosh computers starting in 1987, which drove widespread adoption among Mac users. By the mid-1990s, the software was a standard tool for hypermedia creation on the platform due to its inclusion with every new Mac purchase. Revenue was generated through initial sales at $49.95 per copy before bundling, as well as upgrades to higher-tier versions like HyperCard 2.0 and add-ons such as external commands (XCMDs) and third-party stacks, though the free bundling model shifted emphasis from direct sales to ecosystem growth. The software dominated the hypermedia market in the late 1980s and early 1990s, serving as the go-to tool for creating interactive applications on Macintosh systems. However, competitive pressures emerged with the rise of web technologies in the mid-1990s, including browsers like released in 1994, which popularized HTML-based hypertext accessible across platforms. Dedicated database tools such as , developed by Apple's subsidiary, also eroded HyperCard's niche by offering more robust without its scripting complexity. These alternatives provided cross-platform compatibility and easier integration with emerging standards, drawing users away from HyperCard's stacks. Several factors accelerated HyperCard's decline by the late 1990s. Its lack of native export capabilities to formats like limited its relevance in an increasingly networked world, confining stacks to the Macintosh environment. The Mac-centric design created platform lock-in, restricting adoption beyond Apple's ecosystem at a time when Windows dominated personal . Additionally, Apple's shifting priorities toward internet-focused software, including browsers and online services, diminished internal support for HyperCard after it was transferred to in 1990 and later reintegrated. By the early , open standards had supplanted proprietary hypermedia tools, reducing HyperCard's market presence to niche use cases. Official support ended with the software's final update in 1998 (version 2.4.1), which enhanced support and web interaction but failed to address core compatibility issues; limited color support had been added in earlier versions such as 2.2. HyperCard was withdrawn from sale in March 2004, coinciding with Apple's transition to Mac OS X, on which it ran only via in the environment and not natively. This obsolescence sealed its commercial fate, as newer operating systems rendered it incompatible without third-party workarounds.

Legacy

Influence on Hypermedia and the Web

HyperCard served as a pivotal precursor to hypertext systems, directly inspiring the development of the by demonstrating practical card-linking mechanisms that mirrored the concept central to Tim Berners-Lee's 1989 proposal. Berners-Lee's colleague , an enthusiast of HyperCard, incorporated elements like text, images, and interactive buttons into early web designs, reflecting HyperCard's influence on the web's foundational structure. This groundwork extended to browsers such as , launched in , whose developers drew from HyperCard's hypermedia principles to enable inline images and intuitive navigation, preparing a generation of programmers for web technologies. In the realm of multimedia standards, HyperCard paved the way for authoring tools like by introducing accessible scripting for integrating text, graphics, sound, and interactivity, which influenced Director's Lingo language and timeline-based multimedia production. HyperCard's cultural impact popularized the sharing of "stackware"—user-created stacks distributed via floppy disks or early networks—foreshadowing modern app stores by fostering a community-driven of reusable, interactive applications. A specific connection appears in the ViolaWWW , developed by , which directly borrowed HyperCard's elements, including navigation history and card-like page flipping, to create one of the earliest graphical browsers with scripting support. On a broader scale, HyperCard shifted paradigms from linear processing to networked, user-authored environments, with Bill Atkinson's innovations frequently cited in histories of as a bridge between personal and global hypermedia.

Modern Revivals and Successors

Following the discontinuation of HyperCard in 2004, commercial successors emerged to preserve and extend its stack-based paradigm. SuperCard, developed by Solutions Etcetera since the early , functions as a direct evolution, providing advanced multimedia capabilities and full compatibility with HyperCard stacks on modern Macintosh systems. Similarly, —originally MetaCard in the late , rebranded as Runtime Revolution in the 2000s, and renamed in 2010—offers cross-platform with a card-stack and English-like scripting reminiscent of HyperCard. explicitly supports importing HyperCard stack files, enabling the migration and revival of legacy content into contemporary environments. Open-source initiatives have further advanced emulation and browser-based access. Decker, released in 2023, is a free, MIT-licensed clone that recreates HyperCard's visual and interactive elements using 1-bit graphics, sound, and a custom "Lil" , with native builds for multiple platforms and a version for instant play. The HyperCard Simulator, an open-source implementation, allows users to run and edit stacks directly in browsers, faithfully replicating the original object model and controls without requiring software. Preservation efforts gained momentum in the late 2010s. In 2017, the Internet Archive marked HyperCard's 30th anniversary by archiving over 3,600 stacks and providing emulated Macintosh environments for interactive access, ensuring cultural artifacts remain playable. Community-driven projects, such as the evolution of Runtime Revolution into LiveCode, sustained development through the 2000s by fostering a global user base for stack creation and sharing. In 2021, the Library of Congress documented the HyperCard stack file format on its Sustainability of Digital Formats website, collaborated with archives like the UK National Archives and MIT Libraries to register identifiers, and analyzed collections using emulation tools to support long-term digital stewardship. Contemporary no-code platforms echo HyperCard's intuitive stack-building for non-programmers. Tools like enable visual assembly of web applications with drag-and-drop elements and logic flows, similar to linking HyperCard cards. Adalo extends this to mobile apps, allowing users to prototype native and experiences through modular components without code. The original scripting concepts continue to inspire the natural-language programming in successors like and Decker. Ongoing discussions in 2025 include explorations of modern successors and preservation efforts in online communities.

References

  1. [1]
    30-plus years of HyperCard, the missing link to the Web - Ars Technica
    May 25, 2019 · HyperCard allowed you to create "stacks" of cards, which were visual pages on a Macintosh screen. You could insert "fields" into these cards that showed text, ...
  2. [2]
    HyperCard On The Archive (Celebrating 30 Years of HyperCard)
    Aug 11, 2017 · On August 11, 1987, Bill Atkinson announced a new product from Apple for the Macintosh; a multimedia, easily programmed system called HyperCard.
  3. [3]
  4. [4]
    HyperCard Stack File Format - Library of Congress
    Dec 14, 2021 · HyperCard was developed by Bill Atkinson for use on Apple Macintosh and Apple IIGS computers and was first released by Apple in 1987.
  5. [5]
    The forgotten software that inspired our modern world - BBC
    Jul 23, 2019 · The developer of the original “wiki” software – the foundation for Wikipedia – was inspired by HyperCard. At least one of the current crop of ...Missing: sources | Show results with:sources
  6. [6]
    Joining Apple Computer - Folklore.org
    HyperCard used a metaphor of stacks of cards containing graphics, text, buttons, and links that could take you to another card. The HyperTalk scripting language ...Missing: principles | Show results with:principles<|control11|><|separator|>
  7. [7]
    Vision and Reality of Hypertext and GUIs: 2.1.10 HyperCard @mprove
    Jun 24, 2025 · HyperCard uses a cards metaphor. Each card has the same size to fit on the original 9" Macintosh screen. The cards are organized in stacks where ...
  8. [8]
    [PDF] Hyper Card® User's Guide - Vintage Apple
    Browse tool: The tool you use to click buttons and to set the insertion point in fields. button: Something that initiates a HyperCard action (making a ...
  9. [9]
    [PDF] HyperCard 2.3.5 Reference Manual - cancel.fm
    the stack and what you want the stack to do. Knowing your audience and the scope of your stack can help you make decisions about the design of your stack,.
  10. [10]
    HyperCard FAQ 2 - PF Hyper LLC
    Message Box: Select All now works in the message box. ... Using the Color Tools interface is as easy as using the HyperCard Tool palette to make buttons and ...
  11. [11]
    HyperCard 2.2: The Great Becomes Greater - TidBITS
    HyperCard 2.0 introduced color "picture" windows, and you could click in them, but they weren't true cards; and true cards (with buttons ...
  12. [12]
    SP 88: AN INTRODUCTION TO HYPERCARD PROGRAMMING
    HyperCard's language, now known as HyperTalk, has a rich, English-like vocabulary that allows users to write powerful yet simple programs called scripts.
  13. [13]
    HyperTalk Reference - The HyperCard Center
    By writing your own scripts, you have much more control over HyperCard than is available using just the menu commands. ... The message-passing order · Writing ...Missing: syntax examples
  14. [14]
    Tricks of the HyperTalk Masters | Scripting - Jeanne's World
    HyperCard has a special variable called it which is used to store the results of four commands: answer , ask , get , and read . The answer command displays a ...Missing: interaction | Show results with:interaction
  15. [15]
    [PDF] HyperCard Script Language Guide - cancel.fm
    While you're using HyperCard, you can find information about HyperTalk in the HyperCard Help stack and the HyperTalk Reference stack. These stacks make use ...
  16. [16]
    XCMD CookBook - MacTech | The journal of Apple technology.
    All XCMDs and XFCNs interface to Hypercard in a standard and straightforward way. When an XCMD is invoked, Hypercard will pass it a parameter block that ...
  17. [17]
    Using HyperCard and Apple events in a network environment
    the capabilities of HyperCard by adding external com- mands (XCMDs) and external functions (XFCNs).2 Col- lections of such externals are available for ...
  18. [18]
    HyperCard's User Friendly Programming - MacTech
    When you launch Hypercard you first go to the Home Stack and the first Card is Called the Home Card (Fig. 1). The Home Card is important, no matter where you ...Missing: interaction | Show results with:interaction
  19. [19]
    The Psychedelic Inspiration For Hypercard - Mondo 2000
    Jun 18, 2018 · This was the underlying inspiration for HyperCard, a multimedia authoring environment that empowered non-programmers to share ideas using new ...Missing: transcript | Show results with:transcript
  20. [20]
    All Hyped Up for HyperCard: Further Adventures with an Apple ...
    Jul 29, 2021 · We have been involved in research on HyperCard, a discontinued Apple program used to design a wide range of computer applications in the late-1980s and 1990s.
  21. [21]
    August 9, 1987: HyperCard Released - AppleMatters
    Aug 9, 2011 · August 9, 1987: HyperCard Released ... Apple has overlooked a lot of potential hits over the years but one of the biggest mistakes was HyperCard.
  22. [22]
    Apple HyperCard Intro: Vannevar Bush & Memex - History
    It was released in August 1987 for the Mac as HyperCard Offsite Link . Atkinson developed the program independently, and gave it Apple with the ...<|control11|><|separator|>
  23. [23]
    A Flexible 'Software Erector Set' for Mac Users - Los Angeles Times
    Aug 24, 1987 · “HyperCard,” introduced Aug. 11 at the MacWorld Expo in Boston, is one of the most intriguing programs I have ever used.
  24. [24]
    THE EXECUTIVE COMPUTER; Keeping on Top of All Those Details
    Dec 6, 1987 · Bill Atkinson, who wrote Hypercard, describes it as a ''software erector set'' that allows even nonprogrammers to write their own programs.Missing: sample | Show results with:sample
  25. [25]
  26. [26]
    HyperCard 2.0 Packs More Features - Los Angeles Times
    Jun 28, 1990 · Features: Allows users to create “stacks,” or programs, without having to learn a complex programming language. New version allows you to run ...
  27. [27]
    Alas, HyperCard! - TidBITS
    HyperCard 3.0 would be re-implemented on top of QuickTime using QuickTime data formats, turning HyperCard 3.0 into an editor for interactive QuickTime movies.
  28. [28]
    Apple Ships QuickTime 3.0 - TidBITS
    QuickTime 3.0 will serve as the foundation of the MPEG 4 standard, and is the underlying technology behind the forthcoming HyperCard 3.0. Although most features ...
  29. [29]
    R.I.P. HyperCard, 1987-2004 - WIRED
    Mar 29, 2004 · After 16 years, Apple is no longer selling HyperCard and has removed all mention of it from its site. Silicon Valley veteran Tim Oren, one of ...Missing: discontinuation | Show results with:discontinuation
  30. [30]
    HyperCard and Image Processing as Vehicles for Gifted/Talented ...
    In 1988 Apple Computer set up its Apple Classrooms of Tomorrow (ACOT) research project to explore learning when students and teachers have immediate access ...Missing: K- 12
  31. [31]
    [PDF] ED 362 736 TITLE INSTITUTION SPONS AGENCY PUB DATE ...
    Beginning Skills for Using HyperCard in the Classroom. Designing Cards and Stacks for Large Group Presentations. Designing Cards and Stacks for Individual and ...
  32. [32]
    HyperCard: Using Imagination and Creativity to Enhance Learning
    HyperCard was chosen to be used as an adjunct to classroom instruction, and the students developed their own CALLware using HyperCard.Missing: tutorials | Show results with:tutorials
  33. [33]
    Space Settlement Design Project
    Hypercard Program: I wrote this program to help you with the design. The program gives you background information on space, the solar system and space ...
  34. [34]
    Using tutoring systems to study learning: An application of HyperCard
    HyperCard was used to develop a simplified tutoring system whose principles were based on a learning theory, and a genetics tutoring system was evaluated ...
  35. [35]
    HyperCard as an Art Program - Amorphic Space
    Apr 12, 2020 · Since HyperCard is a 1bit environment, all shades of gray are represented using a variety of dither patterns (in the Palette menu). HyperCard ...
  36. [36]
    Making music with Hypercard - Engadget
    Jul 16, 2007 · Peter Jungers and Josh Burker worked together to write several HyperCard stacks to compose their music, which you can listen to here. That's ...Missing: examples | Show results with:examples
  37. [37]
    Just draw it! Programming by sketching storyboards
    Nov 27, 1995 · Design tools such as Director and HyperCard allow the sequencing of screens, and although they use direct-manipulation methods to specify ...
  38. [38]
    Software & Languages | Timeline of Computer History
    It was first used in the public utility industry for access to customer information and transactions, but soon after its release it was quickly adopted by a ...
  39. [39]
    Micro-Atlases and the Diffusion of Geographic Information
    It examines the main aspects of the conception and creation of two electronic atlases developed on a Macintosh computer with the HyperCard software. These micro ...
  40. [40]
    A HyperCard Driven Radiology Workstation and Image Database
    ImageNet: A HyperCard Driven Radiology Workstation and Image Database ... Medical Care are provided here courtesy of American Medical Informatics Association.
  41. [41]
    Using hypermedia to develop an intelligent tutorial/diagnostic ...
    This is a tutorial/diagnostic system for training personnel in the use of the Space Shuttle Main Engine Controller (SSMEC) Simulation Lab.
  42. [42]
    The Manhole (1988) - MobyGames
    The Manhole in the History of Video Games. The Manhole was the first computer game to appear on the CD-ROM format. It was also the first game made by Rand ...
  43. [43]
    PERSONAL COMPUTERS; New Software Shows Off Mac's Best ...
    Aug 23, 1988 · As an indication of its popularity, HyperCard was the top vote-getter in MacWorld Magazine's World Class Awards, a survey of its readers' ...
  44. [44]
    Bringing Design to Software - Profile 10 - prototyping tools
    The HyperCard culture emphasizes ease of use, and encourages simple, playful designs. Although some HyperCard prototypes have a high degree of ...Missing: praise | Show results with:praise
  45. [45]
    Some Are Seeing Computer 'Magic' In a New, But ... - Education Week
    But educators who are familiar with previous “authoring languages” and have used HyperCard or LinkWay say the new software tools open computer programming ...
  46. [46]
    Apple CEO Steve Jobs Live at D8 - John Paczkowski - D8 - AllThingsD
    Jun 1, 2010 · Jobs draws a quick parallel to Apple's HyperCard. “HyperCard was huge in its day,” he says, going on to note that the thousands of apps on ...
  47. [47]
    Birth – Vague, But Exciting - The History of the Web
    Sir Tim Berners-Lee is fascinated with information. It has been his life's work. For over four decades, he has sought to understand how it is mapped and stored ...
  48. [48]
    HYPERCARD TAKES MACINTOSH USERS BY STORM
    Dec 30, 1987 · Apple itself bundles an assortment of stacks with HyperCard, and it bundles HyperCard with new Macintoshes. If you already own a Macintosh ...
  49. [49]
    HyperCard gone from Apple's Web site - MacTech.com
    Apr 21, 2004 · HyperCard was last updated in 1998 and was never made Mac OS X compatible (despite the efforts of the International HyperCard Users Group to ...
  50. [50]
    House of Cards | Contents Magazine
    Tim Berners-Lee creates the World Wide Web. His colleague Robert Cailliau is a HyperCard fan, and the web shows that influence—text, images, and buttons ...
  51. [51]
    Hypercard Overview - Museums Victoria Collections
    Apple described it as a hypermedia program or construction kit. The metaphor of a meccano kit was used. It was written by Bill Atkinson and released with the ...Missing: principles | Show results with:principles
  52. [52]
    Revisiting HyperCard and Interactive Media - MadeDaily
    Developed by Apple's Bill Atkinson, HyperCard emerged as an innovative software stack in 1985, originally called "Wildcard" before rebranding in 1986. HyperCard ...
  53. [53]
    Developing educational hypermedia applications: a methodological ...
    Hypertext has played a role in teaching and learning since the mid 1980's when the first versions of HyperCard appeared. This extremely popular environment and ...Missing: influence | Show results with:influence
  54. [54]
    History of Hypertext: Article by Jakob Nielsen - NN/G
    Feb 1, 1995 · HyperCard (1987). It is important to note that the designer of HyperCard, Bill Atkinson, has admitted that it was not really a hypertext ...
  55. [55]
    Livecode | Software Development - Howdy
    About Livecode. Livecode was created in 2001 by the company Runtime Revolution. It evolved from HyperCard, a popular software development tool from Apple.
  56. [56]
    HyperCard stack - Just Solve the File Format Problem
    Aug 9, 2025 · LiveCode (formerly RunRev, which in turn was formerly MetaCard) is able to import HyperCard stacks and save them in the LiveCode file format.
  57. [57]
    Decker - Beyond Loom
    Decker builds on the legacy of HyperCard and the visual aesthetic of classic MacOS. ... Decker is free and open-source, under a permissive MIT license. Periodic ...Missing: clone | Show results with:clone
  58. [58]
    Hypercard Simulator - OpenXTalk Forums
    This implementation shows HyperCard's object model and similar edit controls reimplemented as a JavaScript app.
  59. [59]
    The 10 Best No-Code App Builders in 2025 - Bubble
    Feb 24, 2025 · Which is the right no-code platform for you? No-code development platforms like Bubble let you create apps without needing to know how to code.
  60. [60]
    The 20 Best No-Code Tools For Businesses | 2025 | Adalo Blog
    Jul 2, 2025 · Looking for a no-code tool to boost your business? In this article, I review 20 of the best no-code tools available in 2025.Missing: HyperCard hybrids
  61. [61]
    What is a modern successor to HyperCard? - Hacker News
    Jun 9, 2025 · Livecode went closed source and is out of the reach of most folks due to pricing. Decker is too like to the original in being limited to b/w ...Missing: revivals SuperCard js Apple 2017 archive