Having games target the abstract z-machine platform made it incredibly easy for Infocom to port games across platforms, as instead of re-writing every game from scratch, they could simply write a z-machine interpreter for said platform, and immediately gain access to their entire adventure game catalog!
A happy side-effect of all this is that it's super easy to run these classic adventure games on modern platforms, as instead of emulating the UI/UX of a 80s microcomputer, it's possible to write a z-machine interpreter that takes full advantage of modern GUIs.
One of my personal favorite modern z-machine interpreters is `encrusted` [1], which is written in Rust that runs on the Web thanks to WebAssembly. As a fun side-project, I ended up forking the project and making `embcrusted` [2], a z-machine interpreter that can run on embedded platforms without a full C-library. In a weekend or two of hacking, I was able to port a z-machine interpreter to my mechanical keyboard, in order to get the "authentic" experience of playing a text-adventure game through a teletype :)