==[ Terminal ]== $ cat game_idea.mdB ```fso-state VAR INVENTORY ARR '[]' VAR ISLAND_MAP STR "["beach", "jungle", "cave"]" VAR VERB STR "INVENTORY" VAR ARG1 STR "" VAR ARG2 STR "" VAR handle_search_jungle ARR '[]' VAR handle_take_map ARR '[]' ``` ```fso-code LBL start_game GLOBAL "HELP" handle_help GLOBAL "LOOK" room_beach LBL room_beach ENV_FLUSH OUT "You are on a sandy beach. To the north is a dense jungle, and to the east is a dark cave. There is a weathered map here." EXIT "NORTH" room_jungle EXIT "EAST" room_cave ACTION "TAKE" handle_take_map AWAIT OUT "I do not understand." JMP room_beach LBL room_jungle ENV_FLUSH OUT "You are in a thick jungle. To the south is the beach. You see a glimmering object hidden under some vines." EXIT "SOUTH" room_beach ACTION "SEARCH" handle_search_jungle AWAIT OUT "I do not understand." JMP room_jungle LBL room_cave ENV_FLUSH OUT "You are in a dark cave. To the west is the beach. There is a locked chest in the center of the cave." EXIT "WEST" room_beach ACTION "OPEN" handle_open_chest AWAIT OUT "I do not understand." JMP room_cave LBL handle_take_map PULL "MAP" OUT "You took the map." JMP room_beach LBL handle_search_jungle PULL "GEM" OUT "You found a sparkling gem hidden under the vines." JMP room_jungle LBL handle_open_chest JMP_IF INVENTORY HAS "GEM" open_chest_success OUT "The chest is locked. You need a gem to open it." JMP room_cave LBL open_chest_success OUT "You open the chest! Inside is a treasure!" JMP room_cave LBL handle_help OUT "Type directions to move, or verbs to interact." AWAIT ``` <end_of_turn>$B ==[ /Terminal ]== Can you help analyze and help fine-tune the VM to support this production of Gemma's? I'm doing the runtime.js etc. updates meanwhile from your last message