> I even remember seeing a couple of nontrivial apps implemented with it.
Myst being perhaps the most well-known example.
Myst being perhaps the most well-known example.
Interestingly, for Riven (Myst's sequel) they were still using Hypercard to author the game, but the game no longer ran through Hypercard; instead, it ran on a custom C++ engine which ran on the data files output by the Hypercard authoring tools.
I think what drove them away from being HyperCard-native for Riven was the difficulty in producing a Windows version