Greed in HyperCard

OOPSLA'89 Programmers were challenged to implement a simple dice game called Greed using their favorite object-oriented programming language. I wrote in both Smalltalk and HyperCard. HyperCard was well suited to the problem mostly because of the problem's limited scope and opportunity to show off graphical features.

Greed in HyperCard as reported in Object Lessons: Lessons Learned in Object-Oriented Development Projects By Tom Love books

I created cards for each player. The cards had logic that would play a card-specific strategy. I made cards for myself, my wife and the computer. I think I was the only implementor that offered multiple strategies. The cards played recorded voice and showed stippled images of us playing.

The dice appeared on each card. These were drawn orthographically as boxes with single digit fields displaying the actual roll values as arabic numerals. I had learned to hold program state in visible fields to simplify debugging. The voice and image just made this state an important part of the output.

Many people at the time were trying to figure out what HyperCard was good for. I was quoted for saying it had objects, just not ones you got to choose.