As a 6-7yo I had a collection of English words, stored with my own definitions and pronunciations, using basic building blocks, and it was as easy and intuitive as writing these words in my notebook.
People used the same building primitives to make real games or stuff like accounting applications.
And the best part - at that time it didn't looked cheap.
This one is really hard to describe - it's the same uncanny valley that makes small village in Fallout 1 feel massive and full of people despite it taking two screens with just few sprites running around, while full blown 3D world of Fallout 3, with real buildings and voice overs felt flat, soulless and empty.
This is one of the things that I think we've lost. Or at least that we come close to losing. I go back even further, to the text screens of mainframe computers, and text based microcomputers. Because everything was text on a screen, a kid like me could make something that "looks just like software" even if I couldn't match the sophistication of commercial software in terms of the inner workings.
By the time I started using a graphical computer, my 68k Mac, it was already getting harder. I could write programs that ran in a terminal window, but making them "look like software" required a deep dive into the impenetrable workings of giant class libraries etc.
HyperCard was a great middle ground. Its widgets looked just like the basic UI widgets of the OS, and users could do things like click on buttons and edit text fields. Just like software.
Visual Basic got there too. I wouldn't say that VB (and the OS it ran on) was conceptually better than HyperCard, but VB got supported and HyperCard got dropped.
The actual killer app turned out to be the network itself, but for anyone who used and built things with Hypercard (a lot of people), all the patterns of components and event-driven development were like an echo from a refined past by the time it became part of the modern development toolkit.
All you have to do is get people to try using it.
It's vastly smoother now, because nothing prevents adding colour and Unicode support, or more modern widgets, etc. without really changing anything essential about overall concept. Plus we're now in a world where LLMs could write Hypertalk (or whatever modestly-updated alternative) for you.
> the same uncanny valley that makes small village in Fallout 1 feel massive and full of people despite it taking two screens with just few sprites running around, while full blown 3D world of Fallout 3, with real buildings and voice overs felt flat, soulless and empty.
Again, all you have to do is show it to people. I don't think people actually appreciate the "classics" more simply because they remember them being SOTA. If anything, the passage of time has given the grognards a chance to notice that not everything at the time was nearly as good as the things that gave them the most nostalgia.
And again, the quality and fidelity of media is largely orthogonal to the aesthetic. 2d isometric tile games don't have the feeling they do because they're low resolution; not nearly so much as because the tiles intentionally fit together exactly, lines are at integer pixel ratios with no anti-aliasing, stuff like that.
The demand for this was huge.
If you’re a small shop and have a need for a little database, what do you use? Is there a default now? Notion?
I created my bibliographic database with HyperCard. And I still miss it. HyperCard's attractiveness was the easy UI creation. FileMaker wasn't bad, but a bit more limited UI wise. And sqlite, while a phantastic DB misses the easy UI.
[1] https://en.wikipedia.org/wiki/Fourth-generation_programming_...
A solution would probably be Airtable.
https://blogs.oracle.com/apex/organizations-ww-chose-apex
In that IDC survey it's the most popular low code product, over 2 million apps and half a million developers.
There's a SaaS version at apex.oracle.com with a free tier if you want to try it, and you can self-host it as well.
There's a zillion of under/over-developed solutions. Too much fragmentation for something to get enough traction to reach critical mass? Tricky space.
Decker: A reincarnation of HyperCard with 1-bit graphics - https://news.ycombinator.com/item?id=40292181 - May 2024 (78 comments)
Decker – A HyperCard Replacement - https://news.ycombinator.com/item?id=38985409 - Jan 2024 (36 comments)
Decker, a platform that builds on the legacy of Hypercard and classic macOS - https://news.ycombinator.com/item?id=33377964 - Oct 2022 (88 comments)
I think this is the first time I've seen this hit #1 which is nice
I want HyperCard where I can build out a stack or whatever and actually present it to people as a real and tangible thing. I love living in the past as much as anyone else, but this is a little disappointing.
There are over 300 games, zines, visual novels, and toys built with Decker on itch.io: https://itch.io/games/tag-decker
Last month saw the first game made entirely in Decker published on Steam: https://store.steampowered.com/app/4693460/The_Dreams_in_the...
We are neither living in the past nor wasting our time.
A few years ago, I think there would have been a market for a HyperCard-inspired tool that targeted modern technologies - probably web tech.
Today, I guess vibecoding is what HyperCard was in the 80s and 90s, the tool you can use to quickly and easily build a little program that fills your specific need.
HyperTalk is one of the most accessible languages for beginners I've ever seen. Sure it was primitive and had somewhat weak data organization capabilities, but if you're like 6 it's pretty incredible for your experience to be:
1. Open a blank script
2. Drag a field on the screen and name it "myname"
3. Drag a button on the screen, open up it's script and see:
on mouseUp
end mouseUp
4. You then enter the following two lines between those two lines:
ask "What is your name?"
put it into card field myname
5. Then you go back and click the button and a dialog box appears asking your name and when you type it in an hit enter the name appears in the field you created.
That sort of directness is lost in modern development environments. The concept that the button's script lives inside of the button, and in fact everything on the page could have its own script. The page itself also has script, even the stack itself. Your code can of course call code in other objects if need be (typically at the page or stack level), and there is a whole message passing thing happening in the background. It's by far the most intuitive programming environment I've ever seen. It has the kind of immediate impact that helps to save off boredom or feeling like there's too much homework before the fun starts.In the day people complained about the syntactic sugar in HyperTalk, but I think it was just right for the target audience. They did have more of a point about the difficulty in managing structured data, often having to store things in hidden fields referenced by line and word number or hacks like that.
The most incredible part is this was all in an application that came with the OS. It was the perfect opportunity for a bored kid to randomly come across it and discover a lifelong passion. There was nothing to install, no product to buy first--it was just there, asking to be discovered. And even if your parents weren't about to buy a reference book you could open up other stacks and start reading the code to learn the language. Because most scripts were small and self contained (remember that they were stored at the widget level) this was a legitimate way to understand the basic syntax and keywords.
on click do
end
And filling it in with an equivalent script would be something like: on click do
myname.text:alert["What is your name?" "string"]
end
There is slightly more "programming-language-like" punctuation to Lil than HyperTalk, but simple examples are still simple, and in my opinion having first-class collections (lists, dictionaries, tables) and a richer set of APL-like operators makes Lil scale up much better to more complex programs. As a child I recall struggling tremendously with HyperTalk's "almost-english" structure; it made scripts easy enough to read and understand, but provided very little help when it came to writing new scripts.Decker has a similar Widget -> Card -> Deck event bubbling hierarchy to HyperCard, and in my opinion retains much of the same directness and simplicity for simple applications. The differences in approach won't please everyone, but they are all carefully considered, and have been refined over time based on feedback from the user community. Decker is a living, growing platform!
https://itch.io/t/6632495/decker-programming-tutorials-video...
Graphics via creating HyperBasic XFCN's IIRC.
One was a simulator for trading off various optical sensors that our Director enjoyed using.
Again, IIRC, graphics output was also in EPS, that the tech pubs group could import directly into reports.
Another was a form, using built-in fields, that my boss stole (YAY) for creating documentation for a progranning project we were working on.
Output was in Postscript, basically in Unix manpage format.
When your boss steals the documentation job, it's a big win.
Fantastic rapid prototyping environment with no-brainer UI elements and persistent database.
Scripting language? Javascript? Python?
SDL3 for cross-platform rendering, audio…
Should the "cards" just be a subset of HTML?
Etc…
“classic Mac OS”
not
“classic macOS”
This is beautiful. I loved Hypercard when I was a kid. If they added networking to it, it would have been superior to web browsers!
Please people, have some joy and stop taking people down a peg for vibe coding apps. Let people have fun again for once.