A Specification-Accurate Z-Machine and Glulx Implementation
Early and Late Infocom + Modern Inform
Works On
If you find any of this useful, consider leaving a ⭐️ for the repo.
An interpreter for the Z-Machine and for Glulx, written in Python.
The Z-Machine is the virtual machine Infocom designed in 1979 to run its text adventures, and which the interactive fiction community has used ever since. Voxam reads a compiled story file and executes it, with two guiding commitments: fidelity to the specifications -- the Z-Machine Standard and the Glulx and Glk specifications, every rule the interpreter enforces citing the section it came from -- and reproducibility, so that a recorded play session replays identically, forever.
VΘXΔM is developed against real games. The Zork trilogy, Trinity, A Mind Forever Voyaging, The Hitchhiker's Guide to the Galaxy, and -- filed in triplicate, blood pressure rising -- Bureaucracy have all been played to winning conclusions, several to perfect scores. Arthur draws the sword from the stone in what is, as far as we know, the first seeded, replayable Arthur session anywhere; The Lurking Horror and Sherlock reach perfect scores with their sounds heard aloud; Arthur, Shogun, and Zork Zero render their art in a real graphics window; and even Journey -- Infocom's finale, a game with no command line at all -- replays through its opening chapter as pure keystrokes. Forty recordings verify those sessions end-to-end, their annotations doubling as an archaeology of where the games' published walkthroughs go wrong. And now Glulx joins them: Adventure answers at the terminal, and glulxercise says "All tests passed." The full ledger lives in STATUS.md.
Status
Version 1.7: The protocol whole -- saves and the player's
typing survive the wire.
The Z-Machine claim is 1.0's: every opcode §14 defines has a
handler, all eight story file versions play -- version 6
illustrated at a pygame window, painted at a terminal, spoken
aloud with the sound extra -- and everything is enforced in
continuous integration rather than promised: a test suite at
100% branch coverage, forty recorded playthroughs swept
end-to-end, and the community's checkers held to their exact
tallies, CZECH at four versions among them.
The Glulx machine is 1.1's: every opcode the Glulx 3.1.3
roster defines is dispatched -- the full Glk 0.7.6 dispatch layer
behind the glk opcode, saves and undo in Quetzal, the
allocation heap, the accelerated Inform veneer, IEEE-754 floats
and doubles -- and the glulxercise checker certifies the whole of
it in continuous integration: seventy sections, zero failures,
"All tests passed." spoken through the same stdio session a
player can pipe.
The terminal glass and the grammar are 1.2's: a .ulx or
.gblorb story plays on painted terminal glass -- the Glk window
tree drawn whole, styles in terminal dress, timer events between
keystrokes, and Glk sound through the same speaker the Z-Machine
owns -- and the acceptance grammar spells every input any display
can produce: raw keystrokes as the tokens Beyond Zork's menus
always replayed through, and mouse clicks as <click x y>,
recorded with their coordinates and replayed with the same.
The third glass is 1.3's: --graphics opens a Glulx story in
the pygame window, the same window every Z-Machine version plays
in, one painted spine driving both Glk displays -- the window
tree, buffers wrapped behind [MORE], styles in the fitted
faces, timers, and the Blorb's sound through the speaker.
The senses are 1.4's: graphics windows as true pixel canvases,
the gblorb's art drawn onto them scaled and clipped, the mouse
landing in whichever armed grid or canvas it hit, hyperlinks in
the reader's blue and selected by click -- and the acceptance
grammar spelling every one of those inputs, recorded at the
window and replayed anywhere.
The treaty and the declaration are 1.5's: VΘXΔM claims Full
Glulx, in the manner 1.0 claimed the Z-Machine -- glulxercise
entire, the displays' claims all true where made, and an
exclusion ledger of exactly two spec-sanctioned refusals with
their reasons written down. And the Treaty of Babel is aboard:
--babel reports any story's IFID by the treaty's own per-format
rules, a blorb's iFiction record answers first with its
bibliography beside it, and every game that can be named plays
under its own name in the title bar -- modern games through their
records, Infocom's whole catalog through a table of its 246 known
releases.
The protocol is 1.6's: VΘXΔM speaks GlkOte -- the display
protocol of Lectrote and the modern web interpreters -- from the
machine's side, the role RemGlk plays for the C interpreters. The
machine learned to stand and wait: glk_select suspends instead
of blocking, the host delivers the event, and execution steps on
as though it never stopped. On that seam the protocol goes both
ways: --glkote serves whole sessions as JSON lines on stdin and
stdout -- the wire a desktop shell will drive -- and --web puts
the same conversation in a browser tab, the vendored GlkOte
display served from inside the package, one POST per turn, the
story's title on the tab, the gblorb's art at its own /pict
road, and a page reload starting the story over.
New in 1.7, the protocol whole: the two gaps the faces refused
loudly are now carried. A game's ask for a save file suspends the
machine mid-Glk-call -- a second kind of standing down, the
call's own result parked for the player's answer -- and travels
as the protocol's special input, so typing save in a browser
tab writes a real Quetzal file beside the story and restore
reads it back. And the player's half-typed command rides every
event, so a timer printing mid-word no longer eats it: the input
field is remade wearing exactly what was typed. The faces still
speak Glulx first; the road to 2.0 runs through the Z-Machine
joining the same protocol, and a desktop shell.
The full ledger -- what plays, what is certified, what remains -- lives in STATUS.md.
Installation
VΘXΔM requires Python 3.12 or later.
pip install voxam
or, as an isolated tool:
pipx install voxam # or: uv tool install voxam
The painted screen frontend rides in the screen extra, the
pygame window in the graphics extra, and sampled-sound playback
in the sound extra beside them:
pip install "voxam[screen,graphics,sound]" # or: uv tool install "voxam[screen,graphics,sound]"
On Windows and macOS the sound extra is self-contained; on Linux,
PortAudio comes from the distribution (apt install libportaudio2
or the local equivalent). Without the extras, VΘXΔM plays as a
plain text stream -- every game still works; the status line
simply stays imaginary, and the sound games play in the conforming
silence they were shipped to accept.
VΘXΔM ships no story files. Bring your own: the IF Archive hosts thousands of freely available games, and story files you own from commercial collections work as-is.
Playing stories
Point VΘXΔM at a story file and play at the terminal:
voxam path/to/story.z3
At a terminal with the screen extra installed, the painted
frontend takes over automatically -- status line, windows, menus,
real-time input. Pass --plain to keep the classic stream
instead; pipes and scripted replays always use the stream, which
is what keeps recordings deterministic. And --graphics opens
the pygame window -- the home of the Version 6 games, and a fine
roomy home for the earlier ones too. --zoom sets how much of
the desktop it takes (0.85 by default; --zoom 0 keeps the
classic compact 80 by 24).
Glulx stories play the same way: a .ulx file or a packaged
.gblorb is recognized by its own magic, and at a real terminal
it earns the painted glass -- the Glk window tree drawn across
the whole screen, status grids in place, buffer text wrapping
behind a [MORE] pause, styles in terminal dress, and the
gblorb's AIFF sounds playing when the sound extra is installed:
voxam path/to/story.ulx
--plain keeps the classic stream, buffer text flowing as prose
and grids drawn as blocks -- and a piped session keeps it on its
own, which is exactly how the glulxercise certification drives
it. And --graphics opens the pygame window here too: the same
tree in a real window, the fitted faces carrying the styles, the
gblorb's sounds aboard, and a glulx badge on the frame -- plus
everything only a window can offer: graphics canvases with the
gblorb's PNG art drawn on, mouse clicks in each window's own
units, and hyperlinks in the reader's blue, selected by click.
The newest face is the browser's. --web serves a Glulx story to
a browser tab over the GlkOte protocol -- the display library of
Lectrote and the modern web interpreters, shipped inside the
package, nothing to install and no network beyond your own
machine:
voxam --web path/to/story.gblorb
The story's title rides on the tab, its art is served straight
from the gblorb, each turn is one HTTP exchange, and reloading
the page starts the story over; --port moves it off 8080.
Typing save in the tab asks for a name through the display's
own prompt and writes the Quetzal file beside the story, where
restore -- and every other interpreter -- can find it. And
--glkote speaks the same protocol as JSON lines on stdin and
stdout -- one update stanza out, one event stanza in -- which is
the seam any GlkOte-speaking host drives down a pipe. Both faces
speak Glulx first; the Z-Machine joins them on the road to 2.0.
Add --seed to make the dice reproducible: the same seed and the
same commands produce the same session, every time.
voxam --seed 1137 path/to/story.z3
Blorb resources ride along automatically: a .zblorb story boots
from its package, and a like-named .blb beside a story file is
found on its own -- --resources names one explicitly. At a
painted terminal a packaged cover picture shows before play;
--pixels draws it in real pixels after asking whether the
terminal speaks sixel, falling back to half-blocks when it
does not. --interpreter claims any §11.1.3 platform by name or
number, and --tandy sets the bit that makes early Infocom games
mind their manners.
And before playing anything, --header reads a story's own
manifest (§11.1) and reports it:
voxam --header path/to/story.z3
Release and serial answer "which version of this game is this?"
in one command -- the question the corpus's release-archaeology
keeps asking -- while the checksum is computed as §15's verify
opcode would and judged against the stored word, so a corrupt
download announces itself before it wastes an evening. Every
table address arrives with its Standard citation, and the
courtesies the game asks for -- pictures, sound, undo, a mouse,
menus -- are decoded from the flags as the compiler shipped them,
before any interpreter stamps in capabilities of its own. Packaged
.zblorb stories work as-is.
--babel names the story instead: its IFID, computed by the
Treaty of Babel's own per-format rules -- the UUID:// brand
where one is burned in, the human-readable legacy identities like
ZCODE-88-840726 from the header numbers otherwise -- and, when
a blorb carries an iFiction record, the record's IFID first with
its title, author, and headline beside it. Unlike the Z-Machine's
own reports, this one speaks both machines:
voxam --babel path/to/story.gblorb
The same identities name the session itself: a game the iFiction record or the Infocom catalog knows plays under its own title, in the terminal's title bar and the pygame window's alike.
Deeper than the manifest, --listing disassembles the whole story
txd-style -- every routine with its locals, every opcode with its
operands drawn for what they mean (call targets and jump
destinations as the $addresses they reach, variables by name,
inline text decoded), then the encoded strings that follow the
code:
voxam --listing path/to/story.z3
Nothing in a story file says where its routines are, so they are found the way Mark Howell's txd found them: by decoding. A trial decode accepts an address as a routine only when every instruction holds together, the region grows through constant call operands to a fixed point, and whatever refuses to decode is reported as data rather than skipped -- Zork I lists its full 440 routines, exactly txd's own count. The listing is the excavation tool for games whose source never shipped: when an expedition stalls, the routine that decided can now be read.
The listing has a live sibling: --trace rides any session --
live play or a replayed recording -- and writes every instruction
the machine actually executes to a file, rendered exactly as the
listing renders it, interrupt routines included, closing with a
tally of instructions run and distinct addresses touched:
voxam --accept recording.accept --trace session.trace
A replayed recording makes the trace a golden one: when another interpreter disagrees with VΘXΔM about a story, the first differing line of their traces is the bug -- and when a session halts, the trace's last line is the instruction that halted it. The two halves agree with each other too: every address a session executes appears in the static listing, which is also how you learn that one full walkthrough of a game may touch barely a third of its code.
Typing save in a game writes a Quetzal file beside the story --
zork1.z3 saves to zork1.sav -- and restore reads it back.
Quetzal is the standard interchange format, so saves travel between
VΘXΔM and other interpreters.
The session files live beside the story the same way. Typing
script in a game -- the command every Infocom manual documents
for keeping a paper log -- writes the transcript to zork1.scr,
opening with Infocom's own "Here begins a transcript" banner and
closing at unscript; the player's commands appear between the
game's text exactly as §7.1.1.1 asks, and 'Flags 2' bit 0 holds
the stream's status at every moment, however the game works it --
the §7.4 rule A Mind Forever Voyaging depends on. Output stream
4 records the player's commands to zork1.cmd as they finish,
and §10.2's input stream 1 plays such a file back, line by line
in the very format stream 4 writes, reverting to the keyboard
when the file runs dry. Nothing is created unless the game asks:
a session that never touches the streams leaves no files behind.
Best played with
--interpreter is not a costume. Infocom's Version 6 games carry
genuine per-machine code paths, chosen at startup from the
header's interpreter number, and the flag picks which 1989 machine
VΘXΔM is pretending to be. Recommendations, earned from the games'
own source rather than folklore:
- Shogun: the default. Its own
DISPLAY-BORDERroutine draws the right decorative rail only on the IBM machine path; claiming--interpreter amigaover the IBM picture set gives a left-rail-only screen -- Infocom's authentic Amiga behaviour, whose matching art this Blorb does not carry. - Zork Zero: either, with character. The default plays the
classic look;
--interpreter amigaengages §8.3's shared colour pair and the under-cursor colour sampling for the grey-parchment look the Amiga release was famous for. Both render correctly -- the Amiga is arguably the prettier way in. - Beyond Zork: any -- the flag is a personality dial. The game reshapes its whole screen model per machine (§11.1.3, §16), so each identity is a different-feeling session.
- Early version 3 games:
--tandyfor the lore. The legendary bit that makes them mind their manners -- Zork I literally prints a different licence line.
None of these are bugs routed around: they are the games' own branches, preserved and selectable.
Acceptance scripts
A live session can be written down as it is played, and replayed later:
voxam --record my-session.accept path/to/story.z3
voxam --accept my-session.accept
--record captures every line typed and key pressed -- at the
plain stream or the painted terminal alike -- flushed input by
input, so even a session that ends in a death leaves a replayable
script up to its last keystroke. A recording needs a seed to
replay, so --record without --seed rolls one and writes it
down; the banner names it. An existing file is never overwritten,
and the rare input the script grammar cannot spell exactly draws a
warning rather than being silently mangled. A recorded session is
also the raw material for a curated one: scripts are just text, so
trim the wrong turns, add annotations, and keep the seed.
An acceptance script is a plain text file of typed commands plus a few directives:
! SEED=99
! GAME=path/to/story.z1
# Comments annotate the session; blank lines are ignored.
x me. x mailbox # inline comments start at whitespace + #
> open mailbox # the > prefix is optional transcript style
The rules, line by line:
! KEY=VALUEis a directive:GAMEnames the story file to run, andSEEDfixes the dice (a--seedargument overrides it). A relativeGAMEpath counts from the script's own directory, and forward slashes work on every platform.#at the start of a line is a comment.- An inline comment begins at whitespace followed by
#. - A leading
>is optional and stripped; it also escapes the rare command that genuinely begins with#or!. A>alone types an empty line: the enter key. <up>,<down>,<left>,<right>, and<escape>press special keys, one line per press -- how a recording drives Beyond Zork's menus and builds its characters. A token naming no known key fails loudly, and the> <up>prompt form stays a literal command for a game that really wants angle brackets.- A line starting with three backticks is a fence: everything until the next fence is skipped entirely, directives included. Text after the backticks labels the fence, and an unclosed fence skips the rest of the file -- handy while working out a section that a seed change will invalidate, or to replay only the start of a longer script.
- Anything else is typed into the game exactly as written.
- When the commands run out, the session ends as if the player had reached end of input.
While curating a longer session, --replay types the script and
then leaves you at the prompt instead of ending, so a
work-in-progress script catches you up to where you left off:
voxam --replay some-session.accept
And when a session has to stop -- or a wrong turn needs cutting --
--resume is that whole expedition loop as one flag:
voxam --resume my-session.accept
It replays the script to its last line, hands you the prompt, and appends everything you type to the same file. Trim the bad tail in an editor, resume, and press on: a recording grows append-only, under its own seed, across as many sittings as the game demands.
RegTest scripts
VΘXΔM also speaks RegTest, Andrew Plotkin's public-domain regression-test format for interactive fiction -- and speaks it twice over. A RegTest script of named tests, commands, and per-turn checks runs through the built-in in-process runner on any platform:
voxam --regtest my-suite.regtest
or through Plotkin's own reference implementation driving
voxam --plain over pipes on POSIX systems, same file, same
verdict. The in-process runner boots a fresh machine per test at
in-process speed, reports failures in the reference's own voice,
and reaches further than the reference's dumb-terminal mode can:
keystroke input works, because a sent line lands on the same
input seam a recording uses. The regtest/ directory holds
certified scripts that continuous integration runs under both
implementations and holds to the same verdict -- plus an Arthur
script only the built-in runner can follow, since v6's inline
keystroke prompts defeat pipe-based prompt framing. A seed on the
script's ** interpreter: line makes the whole suite
deterministic under both runners, which is not a thing most
interpreters can offer RegTest at all.
Refusal warnings
During a replay, VΘXΔM listens for the parser's refusal dialect -- responses like "You can't see any statuette here!" or "You should close it first" that mean a recorded command did not do what it said. Each one is reported with the script line that drew it:
voxam: line 31: 'lock door' looks refused: You should close it first.
Refusals scroll past a human reader without registering, and the missing side effect may not surface until dozens of turns later. The warning points at the moment it happened, which turns the most common recording bug from an archaeology expedition into a one-line fix.
Probing a recording
When a recording goes wrong -- a death that survives every retry, a
walkthrough command the game will not speak -- the fix is empirical,
and voxam.probe is the instrument. A seeded script is a
deterministic timeline, so a probe can replay the recorded prefix
exactly and then ask "what would happen if...?", as many times as it
takes:
from voxam.probe import Probe
probe = Probe.load("acceptance/advent.accept")
run = probe.attempt(["ne", "give eggs to troll", "ne"], drop_last=2)
for step in run.steps:
line = step.response.strip().splitlines()[0] if step.response.strip() else ""
flag = f" <<< {step.refusal}" if step.refusal else ""
print(f"[{step.command}] {line}{flag}")
Each step pairs a typed command with everything the story said
back, and flags any response spoken in the refusal dialect --
which turns a hundred-command stretch into a one-screen diagnosis.
attempt replays the script and tries a variant tail
(drop_last re-tries the ending without editing the file);
run takes the whole command list for surgery the prefix cannot
express, such as inserting turns mid-timeline; and the returned
machine is left standing for post-mortem reads of globals,
object parents, or the clock. Every run boots fresh from the seed,
so no experiment can contaminate another.
Probe scripts themselves are throwaways -- write one in a scratch
file, find the answer, record the fix in the .accept annotations,
and delete it. The harness is the part worth keeping.
Development
Working on VΘXΔM itself needs uv for dependency and environment management:
git clone https://github.com/jeffnyman/voxam.git
cd voxam
uv sync --all-groups
All commands below assume that environment.
| Task | Command |
|---|---|
| Run the test suite | uv run pytest |
| Run tests without coverage | uv run pytest --no-cov |
| Lint | uv run ruff check . |
| Lint and autofix | uv run ruff check --fix . |
| Format | uv run ruff format . |
| Check formatting only | uv run ruff format --check . |
| Type check | uv run mypy |
| Build distributions | uv build |
Project conventions
- Layout. Source lives under
src/voxam, tests undertests/. Thesrclayout ensures tests exercise the installed package rather than the working directory. - Typing.
mypyruns in strict mode over bothsrcandtests, and the package ships apy.typedmarker so downstream consumers get its types. - Coverage. The suite is gated at 100% branch coverage. This is deliberate
for a project of this size; adjust
fail_underinpyproject.tomlif it stops being useful. - Spec citations. The
§references in code, docstrings, and output follow the HTML rendering of the Z-Machine Standard 1.1 vendored atentharion/z-machine-standard/. Other renderings of the same Standard, including the PDF beside it, number some paragraphs differently. - Line endings. LF everywhere except Windows script files, enforced by both
.gitattributesand.editorconfig. - Recordings. Complete playthroughs live under
acceptance/in the repository (they are not part of the installed package). They reference games under the optionalentharionsubmodule, so they replay locally rather than in CI -- and they double as the project's archaeology notebook, annotating where the games' published walkthroughs go wrong.
Pre-commit hooks
Install the hooks once, after which lint, format, and type checks run on every commit, and commit messages are validated:
uv run pre-commit install
Every hook is a repo: local entry that runs its tool out of the project
environment via uv run, so pre-commit never clones hook repositories or
builds cached environments under ~/.cache/pre-commit. Tool versions have a
single source of truth: uv.lock.
To run every hook against the whole tree:
uv run pre-commit run --all-files
Commit messages
Commit messages follow Conventional Commits,
enforced at commit time by commitizen
through the commit-msg hook installed above:
feat: add object table parsing
fix(memory): reject story files shorter than the header
docs: explain the save file format
To check a message by hand, or to compose one interactively:
uv run cz check -m "feat: add object table parsing"
uv run cz commit
Because the history is machine-readable, commitizen derives the next version, tags it, and updates the changelog:
uv run cz bump
Reference Material (optional)
An entharion submodule holds the specifications and story files this
project is developed against. These are not required as part of building
and deploying VΘXΔM, but they help during development. VΘXΔM does not
depend on anything under entharion/. It is not needed to install the
project and CI does not fetch it. Git leaves submodules empty unless
asked, so a plain clone simply skips it.
If you want this reference material and if this is your first time checking out the repo, run this command:
git submodule update --init --recursive
That will fetch the primary repository as well as its submodules:
The latter is my own recomposed version of the Z-Machine Standard document, made a little easier for me to read and consume. You can see this deployed here:
To discard it again, freeing the disk space without affecting the project:
git submodule deinit --all
Dependabot tracks the pinned commit and opens a PR when upstream moves. To move the pin by hand instead:
git submodule update --remote entharion
git submodule update --init --recursive entharion
git add entharion
git commit -m "chore(deps): update entharion submodule"
The second command carries no --remote on purpose: it aligns
entharion's own vendored submodules to the pointers the new pin
records. It is a no-op when the update only added files, and the
cure when a vendor pointer moved -- with --remote it would
instead drag those checkouts past their recorded pointers and
leave the submodule looking dirty.
🪄 The Name
The name VΘXΔM draws from two sources of inspiration:
- From Latin, vox means "voice," evoking the idea of turning a player's command into action, like voice into magic.
- In Zork: Grand Inquisitor, voxam was a spell meaning "to separate the energies of different magics." That maps well to the process of parsing, breaking down a command into meaningful parts, isolating intent from raw text.
So whether seen as linguistic alchemy or parser sorcery, VΘXΔM stands at the intersection of command and consequence; of input and invocation.
In terms of a few more historical details, the VOXAM spell has a hilarious relevance in Zork: Grand Inquisitor: it's a complete joke and serves absolutely no functional purpose in the main game. When you first receive your spellbook from Y'Gael at the bottom of the well, VOXAM is one of the three starting spells written inside (alongside REZROV and IGRAM). According to the in-game lore, it belongs to the class of High Magic and, as stated earlier, is defined as a spell to "separate the energies of different magics."
Its actual relevance breaks down into two categories:
- In the Main Game: Pure Flavor & Trolling. While you use REZROV to open the very first locked door and IGRAM to turn purple things invisible later on, VOXAM can't be cast successfully on anything.
- The Developer Joke: The developers included it purely as world-building flavor to pad out your initial spellbook and to trick players into trying it on various magical anomalies throughout the Great Underground Empire.
Also worth mentioning is the "Booznik" System. Later in the game, you discover that the Grand Inquisitor has "Boozniked" (reversed) all magic. If you were theoretically able to reverse VOXAM, it would mean "conjoin the energies of different magics," but the spell remains entirely useless to your inventory.
So: a spell defined as separating the energies of different magics, that generations of players cast hopefully at every anomaly in the Great Underground Empire, and that never once worked on anything -- until now. Point this one at a story file and it separates raw Z-code into opcodes, operands, and intent, exactly as advertised.
Twenty-nine years later, the spell finally works on something.
Chris McDonald, in Techno History, wrote:
"Humans are ceaseless borrowers and copiers. Perhaps, contra Ecclesiastes, there is an occasional new thing under the sun, but certainly humans think no new thoughts ex nihilo. And yet we are also ceaseless inventors. We combine existing ideas in new ways or place them in new surroundings, and suddenly the old becomes new, in a wonderful alchemy of the mind."
A borrowed machine, a borrowed spell, a borrowed voice -- combined in new surroundings until the old became new. VΘXΔM is that alchemy, practiced on Z-code.
👨💻 Author
Made with 🤍 by Jeff Nyman
☦️ Doxazein (δοξάζειν)
חֶסֶד וֶאֱמֶת אַל־יַעַזְבֻךָ קָשְׁרֵם עַל־גַּרְגְּרֹתֶיךָ כָּתְבֵם עַל־לוּחַ לִבֶּךָ
"Let not mercy and truth forsake thee:
bind them about thy neck;
write them upon the table of thine heart."
Proverbs 3:3
🕹️ Acknowledgements
This project stands on the shoulders of the team at Infocom, the MIT-born company that invented the Z-Machine to let Zork, and everything that followed, run unmodified across nearly every computer of its era. Particular thanks go to Marc Blank and Joel Berez, who designed the Z-Machine's virtual architecture, and to Tim Anderson, Bruce Daniels, and Dave Lebling, whose work on Zork at MIT gave the format a reason to exist. Thanks also to Graham Nelson, whose Inform language and Z-Machine Standards Document kept the format alive and well-documented long after Infocom itself was gone, making implementations like this one possible.
⚖️ License
The code used in this project is licensed under the MIT license.
Note: This license applies only to the code in this repository. The original Z-Machine concept, design, and any original assets belong to their respective copyright holders.
✨ Long live the classics.
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