A few thoughts:
-I personally wonder how the Z-machine worked on smaller machines like the TRS-80 and Commodore 64. As the names might imply, these machines could not hold 64K of program in the ROM at a time. I wonder if earlier games used less dynamic memory, and so later Z3 games eventually “outgrew” the systems with less memory even if they technically fit the Z3 specification?
-What is the Z-machine good at, and what is it bad at? “Bad” in this case would especially apply to the kinds of things you’d want in a text adventure or would want to implement as the “state of the art” in a text adventure game. (i.e. how Z3 couldn’t do real-time processing, and thusly it would be “bad” for someone who wanted to write a game like Border Zone with real-time elements. I think every object, even yourself, rooms, and directions, counting towards the 255-object limit in Z3 was also a wild restriction. What is Z5 bad at? What things do we take for granted in later text adventure writing systems that the Z-machine just does not have - and what would Infocom have found lacking had they continued their game-making journey after… um… Journey, and tried to make more complex “hybrid” games? I know one particular bugbear that was never really done well was text compression, at least in comparison to some of the later UK houses like Level-9 and Magnetic Scrolls.)
-You’re not Graham Nelson, and this isn’t the 90s, and we have Glulx now, so this isn’t relevant, but just humor me: If you were him, and you had to extend the Z5 standard to make a Z7 standard, what would you have done beyond what he already did (mostly allowing bigger games)? Or was that single decision pretty much all that was needed in and of itself?
-As an author, do you prefer anything about ZIL to Inform/Glulx beyond the sentimental value?
-As an author, did you chafe up against any restrictions of the Z-machine - anything you wanted to do, but couldn’t?
-What are some ways the Z-machine has been “hacked” to do cool things while remaining within the standard/being runnable on unmodified interpreters? (The IFWiki calls these “abuses”, as in “abusing the system”.)
-What’s the biggest “abuse” you think the Z-Machine would support? A game in a different language? An RPG with a command menu and ASCII graphics? Real-time ASCII gameplay like ZZT? Further beyond?!? The seldom-used bitmap function in Z6 is intriguing, as you could start to get into the realm of graphical RPGs and beyond.
-You mentioned hacking in new things to ZIL like 3 nouns. What else did you add? How was the experience - was the codebase getting unwieldy to expand?