In a landmark move for video game preservation, Microsoft [finance:Microsoft Corporation] announced on November 20, 2025, that the source code for the legendary text adventure trilogy Zork I: The Great Underground Empire, Zork II: The Wizard of Frobozz, and Zork III: The Dungeon Master is now officially open source under the MIT License. The collaborative effort between Microsoft’s Open Source Programs Office, Team Xbox, and Activision [finance:Activision Blizzard, Inc.] places historically significant code into the public domain for students, teachers, and developers to study, learn from, and play. Rather than creating new repositories, Microsoft worked with renowned digital archivist Jason Scott of Internet Archive fame to submit upstream pull requests adding formal MIT licensing to existing historical source repositories that have preserved Zork’s code for decades. This decision ensures one of gaming’s most influential titles remains accessible for education and research while honoring its cultural legacy as a cornerstone that shaped adventure gaming for generations.
The Historical Significance of Zork
Zork began life in 1977 as a single massive text adventure game created by Tim Anderson, Marc Blank, Bruce Daniels, and Dave Lebling for the PDP-10 mainframe computer at MIT. The original game was too large for early home computers to handle, so when the developers formed Infocom to commercialize their creation, they made a practical decision: split it into three separate games titled Zork I, Zork II, and Zork III, all powered by the same underlying Z-Machine virtual computer.
This architectural choice proved revolutionary. Instead of rewriting the game for each platform, Infocom could write one interpreter for the Z-Machine per computer, then run the same story files across any hardware. This made Zork one of the first truly cross-platform games, appearing on Apple IIs, IBM PCs, Commodore 64s, Atari computers, and virtually every personal computer platform available in the early 1980s.
The Z-Machine’s design influenced decades of interactive fiction development. Modern text adventure languages and interpreters trace their conceptual lineage directly to Infocom’s innovative virtual machine approach. By separating game logic from platform-specific code, the Z-Machine enabled creative focus on storytelling and puzzle design rather than technical porting challenges.
Culturally, Zork defined what adventure games could be through memorable writing, challenging puzzles, and a distinctive sense of humor. Iconic elements like the grue (a dangerous creature lurking in dark places), the brass lantern, and responses to player commands like “You are likely to be eaten by a grue” became part of gaming lexicon that persists today.
In 2007, the Library of Congress selected Zork among ten video games for its “game canon” preservation initiative, recognizing its historical importance to the medium. PC Gamer ranked it among the fifty most important video games ever made for establishing Infocom as a studio and defining an entire generation of adventure games.
Microsoft’s Approach to Preservation
Microsoft acquired the Zork intellectual property through its 2022 purchase of Activision Blizzard, which had obtained it after acquiring Infocom in the late 1980s. Interestingly, there was an earlier attempt to sell Zork publishing rights directly to Microsoft during the 1980s, as Bill Gates was an avid fan of the game, but that deal fell through. The eventual convergence of ownership creates an amusing full-circle narrative.
Rather than hoarding this culturally significant code as proprietary corporate assets, Microsoft’s Open Source Programs Office recognized Zork’s historical importance warranted preservation through openness. Director Stacey Haffner and VP of Developer Community Scott Hanselman co-authored the announcement emphasizing that the goal is simple: placing historically important code in the hands of students, teachers, and developers so they can study it, learn from it, and, perhaps most importantly, play it.
The decision to collaborate with Jason Scott and submit pull requests to existing historical repositories rather than creating new Microsoft-controlled repos demonstrates respect for preservation work that predates corporate involvement. These repositories have maintained Zork’s source code for years through volunteer effort, and Microsoft’s contribution formalizes legal status rather than displacing community stewardship.
Each repository now includes source code for Zork I, II, and III, accompanying documentation where available such as build notes and comments, and clear licensing via MIT LICENSE.txt files and repository-level metadata. The MIT License was chosen specifically for its simplicity and openness, making the code easy to study, teach, and build upon without complex restrictions.
What’s Open Sourced and What’s Not
The open source release covers only the game source code itself, not associated commercial elements. The code that defines Zork’s puzzles, locations, items, narrative text, and game logic is now freely available under MIT License. However, commercial packaging, marketing materials, trademarks, and other intellectual property elements remain under proprietary control.
This means developers can legally study the code, learn from its design, create educational materials around it, and even compile and run the original games. What they cannot do is create commercial products using the Zork trademark or pretending to be official Infocom releases without permission.
The games themselves remain commercially available through The Zork Anthology on Good Old Games (GOG), providing convenient access for players who want the complete packaged experience without compiling source code. The open source release doesn’t replace or compete with this commercial offering but rather serves educational and preservation purposes.

Running Zork Today
More than forty years after creation, Zork remains alive and easier than ever to play thanks to modern interpreter technology. The games can be compiled and run locally using ZILF (Zork Implementation Language Interpreter), a modern Z-Machine toolset created by Tara McGrew. ZILF compiles ZIL source files into Z3 story files that can be executed with ZLR (Zilf-based Z-machine interpreter Library for Reading) or numerous other Z-machine interpreters.
The Z-machine interpreter ecosystem spans virtually every computing platform imaginable. Desktop options include Gargoyle, Lectrote, Zoom, and dozens of others. Mobile platforms offer apps like Frotz for iOS and Twisty for Android. Web-based interpreters let you play directly in browsers without installing software. Even obscure platforms like e-readers, old PDAs, and vintage computers have Z-machine interpreters maintaining Zork’s playability across technological generations.
This ecosystem exists because the Z-machine specification was well-documented and the community reverse-engineered its behavior over decades of preservation work. Microsoft’s formal open sourcing adds legal clarity to technical access that dedicated fans already maintained through documentation and clean-room implementations.
The Broader Preservation Context
Game preservation has become increasingly urgent as the industry shifts toward digital-only distribution, online-dependent games-as-a-service, and streaming platforms. When physical media existed, games could be preserved through cartridges and discs even if publishers disappeared. Digital-only titles vanish permanently when servers shut down or storefronts close.
Organizations like the Video Game History Foundation, Internet Archive, and Museum of Play work tirelessly to preserve gaming history, but face legal obstacles when copyright holders refuse to cooperate. The vast majority of old games remain commercially unavailable, creating situations where legal preservation becomes impossible and cultural artifacts disappear.
Microsoft’s decision to open source Zork represents what preservation advocates hope becomes standard practice: recognizing that culturally significant works warrant accessibility beyond narrow commercial interests. Not every game merits open sourcing, but foundational titles that shaped entire genres deserve preservation that outlasts corporate ownership changes and market relevance.
The announcement specifically mentions that game preservation takes many forms, and it’s important to consider research as well as play. Scholars studying game design, computer science history, interactive narrative, or cultural studies benefit enormously from source code access that reveals implementation details impossible to discern from playing alone.

What This Means for Students and Developers
Computer science students can now study how early game developers solved complex problems with limited resources. Zork’s parser, which interprets player text commands, represents sophisticated natural language processing for its era. The inventory system, puzzle state tracking, and location descriptions demonstrate software architecture principles that remain relevant.
Game design students gain access to meticulously crafted puzzles and narrative structures created by pioneers who invented interactive fiction conventions. Analyzing how Zork balances challenge, fairness, and player satisfaction provides lessons applicable to modern game development.
The Zork Implementation Language itself deserves study as an early domain-specific language designed explicitly for creating text adventures. Understanding how ZIL abstracts game logic from platform details illustrates programming language design principles in accessible contexts.
Educators can incorporate Zork source code into curricula covering software history, game development, interactive narrative, or programming language theory. Having legally accessible, historically significant code provides concrete examples that textbooks cannot match.
Future Contributions and Continued Preservation
Microsoft’s announcement emphasizes that the existing historical repositories serve as the canonical home for Zork’s source code going forward. Once the initial pull requests adding MIT licenses land, contributions are welcome from the community. However, the goal is not to modernize Zork but to preserve it as a space for exploration and education.
Appropriate contributions might include improved documentation explaining how the code works, bug fixes for issues in the original implementation, or compatibility improvements that help the code compile on modern systems. What’s discouraged is rewriting Zork into contemporary languages or adding features that change its fundamental character.
This preservation-focused approach respects Zork’s historical integrity while allowing technical updates that maintain playability. Future students should experience Zork as its creators designed it, not filtered through modern sensibilities about how games should function.
Frequently Asked Questions
Is Zork now free to download and play?
Yes, the source code is now available under the MIT License allowing anyone to compile and play Zork I, II, and III freely. The games also remain commercially available through The Zork Anthology on GOG.
Who owns Zork?
Microsoft owns Zork’s intellectual property after acquiring Activision Blizzard in 2022. Activision had obtained it by acquiring Infocom in the late 1980s.
Can I make my own game using Zork’s code?
The MIT License permits using the code for educational purposes and creating derivative works, but the Zork trademark remains protected. You can study and learn from the code but cannot create commercial products claiming to be official Zork games.
Where can I find Zork’s source code?
The source code resides in historical repositories where Microsoft submitted pull requests adding MIT licenses. Links to these repositories appear in the Microsoft Open Source blog announcement.
What is the Z-Machine?
The Z-Machine is a virtual computer that Infocom created to run text adventures across different hardware platforms. It allowed them to write games once and run them anywhere with an interpreter.
Why did Microsoft open source Zork?
Microsoft recognized Zork’s historical significance to gaming and chose to preserve it through open sourcing so students, teachers, and developers can study foundational code that shaped adventure games.
Can I contribute to Zork’s source code?
Yes, contributions are welcome to the historical repositories. However, the focus is preservation and education rather than modernization, so contributions should respect Zork’s historical integrity.
Conclusion
Microsoft’s decision to open source Zork I, II, and III under the MIT License represents a significant victory for game preservation and demonstrates how large corporations can positively contribute to cultural heritage. By collaborating with existing preservation efforts rather than displacing them, Microsoft showed respect for the community work that maintained Zork’s legacy long before corporate involvement. The move benefits students, educators, researchers, and game developers while ensuring that foundational texts in interactive entertainment remain accessible regardless of future ownership changes or market conditions. As the gaming industry confronts preservation challenges from digital distribution and online-dependent titles, Zork’s open sourcing provides a template for how publishers can honor cultural significance beyond narrow commercial interests. Now, decades after asking players to OPEN MAILBOX and GET LEAFLET, Zork’s code stands open to anyone curious enough to explore the Great Underground Empire’s implementation.