-- card: 4013 from stack: in.1 ะตะตะตะต -- bmap block id: 5874 -- flags: 4000 -- background id: 2264 -- name: Technical details -- part 1 (field) -- low flags: 01 -- high flags: 0007 -- rect: left=252 top=28 right=301 bottom=506 -- title width / last selected line: 0 -- icon id / first selected line: 0 / 0 -- text alignment: 0 -- font id: 3 -- text size: 12 -- style flags: 0 -- line height: 16 -- part name: -- part 5 (button) -- low flags: 00 -- high flags: 0004 -- rect: left=467 top=303 right=326 bottom=495 -- title width / last selected line: 0 -- icon id / first selected line: 6720 / 6720 -- text alignment: 1 -- font id: 0 -- text size: 12 -- style flags: 0 -- line height: 16 -- part name: ----- HyperTalk script ----- on mouseUp go card "Welcome" end mouseUp -- part 6 (button) -- low flags: 00 -- high flags: 0004 -- rect: left=402 top=303 right=326 bottom=431 -- title width / last selected line: 0 -- icon id / first selected line: 15420 / 15420 -- text alignment: 1 -- font id: 0 -- text size: 12 -- style flags: 0 -- line height: 16 -- part name: ----- HyperTalk script ----- on mouseUp go prev card end mouseUp -- part 7 (button) -- low flags: 00 -- high flags: 0004 -- rect: left=434 top=303 right=326 bottom=463 -- title width / last selected line: 0 -- icon id / first selected line: 16560 / 16560 -- text alignment: 1 -- font id: 0 -- text size: 12 -- style flags: 0 -- line height: 16 -- part name: ----- HyperTalk script ----- on mouseUp go next card end mouseUp -- part contents for card part 1 ----- text ----- You can probably learn something about HyperCard by poking around in this stack. It is completely unprotected, so you shouldn't have any trouble looking at things. However: be cautious about what you change. Save a copy before you do anything else. My attitude here is that there should be nothing to prevent you from making this stack into whatever you want it to be. There is, of course, an associated risk! One of the techniques that I found very valuable when writing this stack was to distribute the scripts as much as possible among the different buttons, fields, etc. The best example of this technique is the scoring mechanism. Rather than one script which looked at all the word list fields to determine the score, I send a "Score" message to each field, and it knows how to make its contribution to the total score. I'm not sure why this is better, but I like it. Take note of how much effort I put into making things line up with each other. For example, all the buttons and fields line up on the game card. It's this sort of attention to detail that makes software look more professional. If you spot things about this stack that look strange or non-intuitive, please let me know about it. You may notice that Hyperquackey seems kind of sluggish to respond. I think so too. There's a lot of stuff being done each time you click on a cube, for example, but even if you take all that out, it's still sluggish. Perhaps this will improve with a future version of HyperCard. The picture of Lakeside's official Perquackey game that you see behind this field was digitized with MacVision.