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Sir-Tech
View on WikipediaSir-Tech Software, Inc. was a video game developer and publisher based in the United States and Canada.
Key Information
History
[edit]In fall 1979, Sirotech Software was founded by Norman Sirotek, Fred Sirotek and Robert Woodhead. Sirotech Software published Info Tree, a database management program, Galactic Attack and a beta version of Wizardry: Dungeons of Despair which was later renamed Wizardry: Proving Grounds of the Mad Overlord and formally released in fall 1981. It was the first game in the Wizardry series.[1]
In spring 1981, Sir-Tech Software, Inc was incorporated as a video game developer and publisher in the United States.
In 1998, Sir-Tech USA closed.[2] The Canadian counterpart, Sirtech Canada Limited, continued to operate until late 2003.[3]
Sir-Tech is best known for Wizardry, the role-playing video game series. The Jagged Alliance series, first published by Sir-Tech in 1994, became a popular franchise. The third game in the series, Jagged Alliance 2, was still available from its current publisher 15 years after its initial release.
Games
[edit]Developed and published
[edit]- Info Tree (1979) (as Sirotech)
- Galactic Attack (1980) (as Sirotech)
- Wizardry: Proving Grounds of the Mad Overlord (1981)
- Wizardry II: The Knight of Diamonds (1982)
- Wizardry III: Legacy of Llylgamyn (1983)
- Crypt of Medea (1984)
- Rescue Raiders (1984)
- Deep Space: Operation Copernicus (1986)
- Wizardry IV: The Return of Werdna (1987)
- Wizardry V: Heart of the Maelstrom (1988)
- The Usurper: The Mines of Qyntarr (1989)
- Wizardry VI: Bane of the Cosmic Forge (1990)
- Freakin' Funky Fuzzballs (1990)
- Wizardry VII: Crusaders of the Dark Savant (1992)
- Jagged Alliance: Deadly Games (1996)
- Nemesis: The Wizardry Adventure (1996)
- Wizardry Gold (1996)
- Wizardry 8 (2001)
Developed only
[edit]- Jagged Alliance 2 (1999)
- Jagged Alliance 2: Unfinished Business (2000)
Published only
[edit]- Star Maze (1982)
- The Seven Spirits of Ra (1987)
- Realms of Arkania: Blade of Destiny (1993)
- Realms of Arkania: Star Trail (1994)
- Druid: Daemons of the Mind (1995)
- Jagged Alliance (1995)
- Fable (1996)
- Armed & Delirious (1997)
- Excalibur 2555 AD (1997)
- Virus: The Game (1997)
- Realms of Arkania: Shadows over Riva (1997)
Canceled
[edit]References
[edit]- ^ Wilson, Johnny L. (November 1991). "A History of Computer Games". Computer Gaming World. p. 10. Retrieved 18 November 2013.
- ^ "Sir-tech's Last Words". IGN. 16 October 1998. Retrieved 16 January 2014.
- ^ A brief history from MobyGames
- ^ Museum of Computer Adventure Game History. "Wizardry 8: Stones of Arnhem". Retrieved 14 March 2014.
External links
[edit]- Sir-Tech at MobyGames
- A history of Sir-Tech role-playing games at Bitmob via Internet Archive
Sir-Tech
View on GrokipediaHistory
Founding and incorporation
Sir-Tech originated in 1979 as Sirotech Software, a hobbyist venture founded by Norman Sirotek and programmer Robert Woodhead, with financial backing from Norman's father, Fred Sirotek, who served as the initial president.[6][7] The idea emerged during a car trip from a computer trade show in Trenton, New Jersey, where the group discussed opportunities in software development inspired by early computer role-playing games and adaptations of Dungeons & Dragons, following a demonstration at the April 1979 Trenton Computer Festival, with formal incorporation occurring in spring 1981.[6] Operations began informally from the family home in Ogdensburg, New York, focusing on development for the Apple II platform due to its growing popularity among hobbyists.[8][2] The company's early efforts centered on non-gaming utility software, starting with Info Tree, a database management program designed as a mailing-list tool for Fred Sirotek's resin manufacturing business, Resin Sands.[9][8] This product was demonstrated at the Trenton Computer Festival in April 1979 and marked the venture's first commercial attempt, though sales were limited.[7] Initial funding came from personal savings and small investments from the family business, without external loans or venture capital at the outset.[8][2] By spring 1981, Sirotech had transitioned to a formal structure, incorporating as Sir-Tech Software, Inc. in New York, which professionalized operations and enabled broader distribution of software products.[10][11] This shift coincided with a pivot toward gaming, as the team recognized stronger market potential in entertainment software over utilities, setting the stage for their first major release.[9]Early successes with Wizardry
Wizardry: Proving Grounds of the Mad Overlord, the inaugural title in the series, was developed by Andrew C. Greenberg and Robert "Trebor" Woodhead, two Cornell University students who met through campus computing clubs and collaborated on the project starting in 1979.[6] The game introduced groundbreaking first-person dungeon crawler mechanics, allowing players to assemble a party of up to six adventurers from various races, alignments, and classes—such as fighters, mages, priests, and thieves—who explored a multi-level maze filled with traps, monsters, and treasures in real-time, grid-based navigation.[6] These elements, including party management, experience-based leveling, and tactical combat against foes like orcs and vampires, established early standards for computer role-playing games (RPGs) by adapting Dungeons & Dragons-style gameplay to digital formats.[12] Released in September 1981 for the Apple II after a beta debut at the Boston Apple Fest earlier that year, the title faced development hurdles like awaiting Apple's Pascal run-time system, but its innovative wireframe 3D visuals and permadeath risks quickly captivated players.[13] Porting Wizardry to other platforms proved challenging due to its foundation in Apple Pascal, requiring the creation of custom p-code interpreters for each target system to handle the core logic while rewriting graphics and input in assembly language.[12] Initial ports targeted the IBM PC in 1984, but broader adaptations to the Commodore 64, Atari 8-bit, and others arrived later in the decade, often delayed by technical incompatibilities and the need for extensive testing.[14] The game's commercial success was immediate, achieving bestseller status on the Apple II and selling 24,000 copies in its first year, which propelled Sir-Tech from a small mail-order operation to a recognized RPG publisher.[6] The Wizardry series expanded rapidly through the 1980s, with sequels building on the original's framework: Wizardry II: The Knight of Diamonds in 1982 introduced deeper puzzle-solving and multi-party dynamics, followed by Wizardry III: Legacy of Llylgamyn in 1983, which added outdoor exploration elements.[12] Later entries included Wizardry IV: The Return of Werdna in 1987, allowing play as the defeated villain from the first game, and Wizardry V: Heart of the Maelstrom in 1988, enhancing strategic depth with new classes and alignments.[12] Licensing deals, notably with Japanese publisher ASCII starting in 1984 for Famicom ports, opened international markets and led to region-specific adaptations that sustained the series' momentum.[15] By the mid-1990s, the series had sold over 2 million units worldwide, cementing its status as a cornerstone of the genre. Sir-Tech's internal growth mirrored Wizardry's ascent, transitioning from a family-run hobby in 1979 to a full-scale operation by the mid-1980s. The company hired additional staff, including production specialists like Peter Bresett and Lynn Dupree for disk duplication and packaging, as well as office support from Jean Bromley and Linda Sirotek, to handle surging demand that outpaced initial mail-order fulfillment.[2] Operations relocated to larger facilities in the Ogdensburg Mall, New York, enabling in-house manufacturing that boosted daily output from under 100 to over 500 disks and established Sir-Tech as a specialist in complex RPGs.[8] This expansion, fueled by Wizardry's consistent top rankings in industry charts like Softalk's Top Thirty, allowed Sir-Tech to invest in further development while maintaining direct customer support through scenario editors and expansions.[2]Shift to strategy games and Jagged Alliance
In the mid-1990s, as the video game industry transitioned from 8-bit systems to more advanced PC and console platforms, Sir-Tech diversified its offerings beyond traditional RPGs by entering the strategy game genre to adapt to evolving market demands.[9] This shift was supported by the establishment of Sirtech Canada Limited in April 1994, which became fully operational in 1995 as a dedicated development arm to handle international projects and expand operations beyond the original U.S.-based entity.[4] A pivotal release in this diversification was Jagged Alliance in 1994, a turn-based tactics game initially developed by Madlab Software—founded by designer Ian Currie—and published by Sir-Tech for MS-DOS.[16] The title innovatively blended RPG character progression with mercenary simulation, centering on core mechanics like squad management, where players recruit, equip, and level up a customizable team of specialists with unique skills and personalities, alongside procedurally generated maps that created dynamic tactical battles across a sector-based strategic map.[17] This approach allowed for emergent gameplay, including real-time strategic oversight and interrupt-based turn combat, setting it apart from Sir-Tech's earlier dungeon-crawling focus. Sir-Tech continued supporting the Wizardry franchise through ports and sequels, such as the compilation Wizardry Gold in 1996 and the series finale Wizardry 8 in 2001, but the Jagged Alliance series gained prominence as the company's strategic cornerstone.[1] Jagged Alliance 2, developed by Sirtech Canada and released in 1999, achieved critical acclaim for its refined tactical depth, humorous narrative, and open-ended mercenary management, while also marking a commercial success that bolstered the studio amid industry challenges; it was expanded with Unfinished Business in 2000, adding new campaigns and content.[18][19] The period brought technical hurdles, particularly in adopting 3D graphics for Wizardry 8, which employed a rudimentary polygonal engine with advanced lighting but struggled against more polished contemporaries due to resource constraints at the aging studio.[20] Licensing complications further complicated matters, as a 1991 lawsuit by Wizardry's original creators Andrew Greenberg and Robert Woodhead against Sir-Tech for unpaid royalties strained relations, contributing to the Japanese Wizardry adaptations—initially licensed from Sir-Tech—evolving into a partially independent lineage by the late 1990s, with local developers like ASCII producing spin-offs unbound by the Western series' continuity.[21][3]Decline and closure
In 1998, Sir-Tech Software, Inc., the company's United States-based publishing arm, ceased operations amid mounting financial pressures, including the escalating development costs associated with Wizardry 8. The closure, effective September 1, 1998, followed years of strained finances exacerbated by the shifting video game market, where console gaming was increasingly dominating consumer attention and reducing demand for complex PC role-playing games. This bankruptcy filing marked the end of the original New York entity, with its assets, including intellectual properties, transferred to the affiliated Sir-Tech Canada Limited to sustain ongoing projects.[1][22][23] Sir-Tech Canada, based in Ottawa, assumed control and continued development efforts, successfully releasing Jagged Alliance 2 in 1999 and Wizardry 8 in 2001 despite the challenges. However, the studio faced persistent operational hurdles, including failed expansion projects such as Jagged Alliance 2: Wildfire, which was initially developed but ultimately canceled due to resource constraints. By 2002, the company underwent restructuring, partnering with Strategy First to handle publishing and distribution for its titles, but debts accumulated from licensing disputes—particularly ongoing royalty conflicts with original Wizardry co-creator Andrew Greenberg Inc. over unpaid fees stemming from a 1981 agreement—further eroded its stability. These legal battles, which involved claims of fraudulent asset transfers and unliquidated debts totaling over $254,000 in unsecured claims, diverted significant resources and contributed to administrative costs exceeding $21,000.[24][25][26][27] The lack of adaptation to emerging digital distribution channels in the early 2000s, just as platforms like Steam began to gain traction, compounded sales difficulties for titles like Wizardry 8, limiting their reach in a rapidly evolving market. In late 2003, Sir-Tech Canada filed for bankruptcy under Chapter 7, leading to the closure of its Ottawa studio, widespread layoffs of remaining staff, and liquidation of assets. The bankruptcy proceedings valued key intellectual properties, such as the Wizardry trademarks and copyrights, at approximately $50,000, with settlements resolving creditor claims including a $40,000 agreement that reduced unsecured debts. Following the closure, the Wizardry intellectual property was eventually licensed to Digital Eclipse by Drecom, while Jagged Alliance rights were transferred to Strategy First and later to other studios including bitComposer and Nordic Games (now THQ Nordic).[27][28][29][30][31]Games
Developed and published
Sir-Tech's developed and published portfolio primarily features the influential Wizardry role-playing series, along with key entries in the Jagged Alliance tactical series and select original titles, developed by in-house and external teams using custom engines tailored to their gameplay innovations.[1] The company's approach emphasized deep mechanics, such as procedural dungeon generation in Wizardry, which created randomized mazes for replayability, and interrupt-based combat in Jagged Alliance titles for dynamic tactical engagements. The Wizardry series comprises eight main installments, developed by Sir-Tech from 1981 to 2001, initially for the Apple II and later ported to platforms including DOS, Commodore 64, NES, PC-98, and Windows. These games established core RPG elements like party management, class-based progression, and first-person dungeon crawling.[32]- Wizardry: Proving Grounds of the Mad Overlord (1981, Apple II; ports to DOS, Commodore 64, NES, etc.): Introduced party-based exploration where up to six adventurers navigate a multi-level dungeon in turn-based combat, using a custom engine for wireframe 3D mazes generated procedurally to ensure unique playthroughs.
- Wizardry II: The Knight of Diamonds (1982, Apple II; ports to DOS, Commodore 64, etc.): Expanded on character alignment and spell systems, requiring players to rescue a trapped party from a knight-guarded maze with enhanced puzzle elements.
- Wizardry III: Legacy of Llylgamyn (1983, Apple II; ports to DOS, Commodore 64, NES, etc.): Incorporated non-linear quests across three aligned scenarios, introducing knight and samurai classes.
- Wizardry IV: The Return of Werdna (1988, Apple II, DOS; limited ports): Shifted perspective to play as the defeated villain Werdna, featuring mind control mechanics and a unique "party creation from scratch" system using defeated foes' souls.
- Wizardry V: Heart of the Maelstrom (1988, Apple II, Commodore 64, DOS; ports to NES, etc.): Focused on elemental resistances and a central maelstrom hub, with improved graphics.
- Wizardry VI: Bane of the Cosmic Forge (1990, DOS, Amiga, FM Towns; ports to Windows, etc.): Transitioned to a first-person perspective with non-linear storytelling, introducing the Cosmic Forge mechanic for forging powerful items from elemental components.
- Wizardry VII: Crusaders of the Dark Savant (1992, DOS, FM Towns; ports to Windows): Featured branching narratives across multiple worlds, skill-based character growth, and alignment-shifting choices affecting endings.
- Wizardry 8 (2001, Windows): Concluded the series with real-time/turn-based hybrid combat, vehicle exploration, and a vast sci-fi/fantasy universe, utilizing an advanced 3D engine for outdoor and indoor environments.
- Jagged Alliance: Deadly Games (1996, DOS; ports to Windows): A competitive standalone expansion emphasizing multiplayer arena tactics, with the interrupt system allowing preemptive shots during opponents' turns based on dexterity and action points.
- Jagged Alliance 2 (1999, Windows; ports to Linux, macOS): Expanded to open-world strategy with militia training and economic management, refining the interrupt system for more granular reactions like aimed shots or movement halts.
Published only
Sir-Tech Software, Inc. engaged in several distribution partnerships during the 1990s, focusing on localizing and marketing European-developed titles for the North American market, particularly in the role-playing and adventure genres. These efforts expanded the company's portfolio beyond its in-house developments, leveraging its established reputation in RPGs to promote niche imports. Key collaborations included agreements with German studio Attic Entertainment Software for the Realms of Arkania series, which Sir-Tech handled for English translation, packaging, and U.S. distribution.[33] The Realms of Arkania trilogy, based on the German tabletop RPG Das Schwarze Auge (The Dark Eye), represented Sir-Tech's most prominent third-party publishing venture. Realms of Arkania: Blade of Destiny (1993, DOS and Amiga platforms) was the first entry, where Sir-Tech managed North American marketing and retail distribution, emphasizing its tactical party-based combat and open-world exploration to appeal to Wizardry fans.[33][34] This partnership yielded moderate commercial success in the U.S. shareware and budget markets, with the game praised for its depth despite interface challenges.[35] Subsequent titles included Realms of Arkania: Star Trail (1994, DOS), continuing the series' narrative of orc invasions and heroic quests, with Sir-Tech overseeing localization and promotional bundles that tied it to the prior game's fanbase. Realms of Arkania: Shadows over Riva (1997, DOS and Windows), the trilogy's finale, featured improved graphics and real-time elements; Sir-Tech's role extended to bundling it in compilation packs, contributing to its niche longevity in RPG communities.[33][36] These releases collectively sold well enough in specialized channels to justify Sir-Tech's investment in the partnership, though they remained overshadowed by mainstream titles.[37] Later in the decade, Sir-Tech published Armed & Delirious (1997, Windows), an eccentric point-and-click adventure developed by Israeli studio Makh-Shevet Ltd., where the company handled U.S. distribution and marketed its surreal, puzzle-driven narrative of a delusional grandmother's quest.[38][39] The game achieved cult status for its bizarre humor but saw limited commercial impact, aligning with Sir-Tech's strategy of supporting indie experimental works through targeted advertising in adventure gaming magazines.[40] Another example was Excalibur 2555 A.D. (1997, Windows and PlayStation), a third-person action-adventure developed by UK-based Tempest Software and Fish (UK) Ltd., with Sir-Tech securing North American publishing rights under license from Telstar Electronic Studios.[41] Sir-Tech emphasized the game's fusion of Arthurian legend with cyberpunk elements in marketing materials, including demo disks and box art branding, though sales were modest due to competition in the action genre.[42] These partnerships underscored Sir-Tech's role as a bridge for international indie developers, often featuring exclusive U.S. bundles that integrated third-party titles with Wizardry merchandise to boost cross-promotion.[43]Canceled games
Sir-Tech's canceled projects primarily stemmed from internal development challenges, legal disputes, and escalating financial pressures that ultimately contributed to the company's decline. One notable uncompleted title was Wizardry: Stones of Arnhem, intended as the eighth installment in the Wizardry series and initially planned as a direct sequel to Wizardry VII: Crusaders of the Dark Savant. Development began around 1994 following the departure of lead designer D.W. Bradley amid a lawsuit with Sir-Tech over royalties; the project was outsourced to an Australian team through distributor Directsoft, involving figures like actor Max Phipps and programmers Michael Shamgar and Cleve Blakemore.[44] Despite early progress, including design documents and sketches depicting an open-world exploration of the fictional continent of Arnhem, Sir-Tech canceled the game due to lack of advancement and concerns over the outsourced team's capabilities, with minimal direct involvement from the publisher.[44] Rumors of a demo at the 1994 Consumer Electronics Show circulated but remain unverified, and partial assets like maps and correspondence later surfaced online and on auction sites in the 2010s.[44] Following the release of Wizardry 8 in 2001, Sir-Tech Canada initiated early concepts for Wizardry 9, aiming to continue the narrative arc of the Savant trilogy with new story elements, lore expansions, and gameplay mechanics building on the series' cosmic horror themes. Development was in preliminary stages by the early 2000s, with design materials outlining potential plotlines and world-building, but the project was scrapped amid ongoing financial difficulties and the subsidiary's impending bankruptcy in 2003.[45] These efforts strained Sir-Tech's limited resources, as the company diverted funds to complete existing titles like Wizardry 8 while facing lawsuits from co-creators over unpaid royalties, exacerbating budgetary shortfalls.[46] Some conceptual assets, including story outlines, were reportedly sold on eBay years later, though their authenticity and direct ties to the project have been debated.[45] Another abandoned initiative was the action RPG X-Fire (pronounced "Crossfire"), developed by Engineering Animation, Inc. and slated for publication by Sir-Tech in the late 1990s. Billed as a Diablo-like title with tactical combat and force-feedback support, it featured promotional trailers in 1997 showcasing real-time action and multiplayer elements, but the project was halted due to development delays and Sir-Tech's shifting priorities toward core franchises like Wizardry and Jagged Alliance.[47] Print ads and demo discs hyped the game at industry events, yet no playable build emerged, and its cancellation further depleted Sir-Tech's marketing budget during a period of financial decline marked by poor sales of prior releases.[48] These uncompleted efforts collectively diverted significant resources—estimated in the hundreds of thousands of dollars for outsourcing and prototyping—accelerating the company's operational strain and contributing to its eventual closure without recouping investments.[46]Legacy
Industry influence
Sir-Tech's Wizardry series profoundly shaped the computer role-playing game (CRPG) genre through its innovative mechanics, particularly the grid-based movement system and customizable party structures, which became foundational templates for subsequent titles. Released in 1981 for the Apple II, Wizardry: Proving Grounds of the Mad Overlord featured first-person dungeon exploration on a grid layout with wireframe corridors, emphasizing tactical navigation and combat positioning that directly influenced later games like Might and Magic. These elements established a standard for dungeon-crawling CRPGs, where players managed parties of up to six characters with distinct classes—such as Fighter, Thief, Priest, and Mage—allowing for reclassing and balanced skill sets to tackle challenges.[49][50] The series' impact extended to Japanese role-playing games (JRPGs), where its party-based system inspired core design principles in franchises like Final Fantasy. Final Fantasy adopted Wizardry's approach to character progression and class customization, enabling players to shape four heroes across multiple jobs (expanded to 22 in Final Fantasy V) and advance classes through key encounters, such as finding Bahamut. Similarly, Dragon Quest creator Yuji Horii drew from Wizardry's job systems and grid-based exploration, implementing party-building mechanics in Dragon Quest III that popularized slime mascots and turn-based encounters across JRPG culture.[49] Sir-Tech's Jagged Alliance series advanced turn-based strategy games by integrating deep simulation with character-driven narratives, laying groundwork for emergent storytelling in the genre. Jagged Alliance 2 (1999) emphasized mercenary personalities, non-linear campaigns, and action-point systems for movement, reloading, and combat, creating dynamic scenarios that influenced later titles like XCOM and Shadowrun Returns. Its focus on squad management and unpredictable outcomes—where plans often derailed due to individual traits—pioneered a blend of tactics and role-playing that prioritized replayability and narrative surprises over scripted events.[51][52] Beyond specific titles, Sir-Tech pioneered Apple II gaming as one of the platform's earliest major RPG developers, with Wizardry becoming a flagship title that showcased the system's capabilities for complex simulations in 1981. The company's licensing model, particularly its partnership with ASCII Corporation, facilitated global ports and spin-offs, resulting in over 35 Wizardry-related titles, many exclusive to Japan, and preserved 1980s RPG aesthetics like minimalist interfaces and trap mechanics that echo in modern games such as Elden Ring. This approach not only expanded the genre's reach but also maintained its retro dungeon-crawling essence through licensed adaptations.[9][49][53] Sir-Tech's contributions received strong critical acclaim, with Wizardry recognized as one of the most influential PC games in history for its role in evolving RPGs from text-based adventures to immersive simulations. The series garnered dedicated fan communities, evidenced by ongoing ports and mods, while academic analyses in game studies highlight its long-term impact on first-person tactics and party dynamics in CRPGs over two decades. Jagged Alliance 2 similarly built a loyal, insular fanbase praised for its tactical depth, often ranked among the genre's peaks in retrospective histories, though specific awards were limited compared to its enduring reputational influence.[54][55][56]Post-closure developments
Following the closure of Sir-Tech in 2003, its intellectual properties underwent several licensing agreements that facilitated revivals and new developments. The rights to the first five Wizardry titles remained with co-founders Norman and Robert Sirotek. In 2022, Robert Sirotek formed SirTech Entertainment Corp. to manage these rights, enabling partnerships for modern remasters. In 2023, Digital Eclipse collaborated with SirTech Entertainment Corp. and the Siroteks to release a faithful remaster of Wizardry: Proving Grounds of the Mad Overlord, incorporating updated graphics, quality-of-life improvements, and early access availability on platforms like Steam and GOG, while preserving the original's first-person dungeon-crawling mechanics.[57][58] Separately, broader Wizardry IP elements were acquired by Drecom in 2020, leading to experimental projects like the NFT-based Eternal Crypt: Wizardry BC, though the Siroteks distanced themselves from such ventures to focus on authentic revivals. For Jagged Alliance, THQ Nordic acquired the franchise rights in 2015 from the remnants of Sir-Tech Software, culminating in the 2023 release of Jagged Alliance 3 by developer Haemimont Games, a turn-based tactics sequel emphasizing mercenary management and tactical combat in a politically unstable setting.[59][60][61] Re-releases and ports have ensured the accessibility of Sir-Tech's classics in the digital era. Titles like Jagged Alliance 2 and its expansions, along with Jagged Alliance: Deadly Games, are available on GOG.com with DRM-free versions optimized for modern Windows systems, including bug fixes and compatibility enhancements. The 2023 Wizardry remaster similarly launched on GOG, broadening access to the series' foundational entry. Mobile adaptations emerged shortly after closure, with Sir-Tech Software partnering with Mobile Scope AG around 2004 to port legendary Wizardry role-playing games to cell phones, targeting early mobile gamers with simplified controls while retaining core party-based exploration. Fan-driven preservation efforts have further extended the games' lifespan; for Wizardry, community modding tools like the 2020 Proving Grounds Scenario Modding Guide allow users to create custom scenarios using the original Apple II engine, fostering ongoing creativity. Jagged Alliance benefits from extensive modding support, including over 200 entries on Nexus Mods for Jagged Alliance 3—such as bug fixes for blood decals and custom content—and Steam Workshop integrations for earlier titles, which enhance AI, balance sectors, and add new mercenaries to preserve tactical depth.[62][63][58][64][65][66][67] The founders pursued diverse paths after Sir-Tech's shutdown, with occasional reunions through interviews reflecting on their legacy. Robert Woodhead, who handled much of the technical programming for Wizardry, left the company amid creative differences and briefly developed antivirus software like VIREX before co-founding AnimEigo in the 1990s, North America's oldest surviving anime subtitling firm, where he focused on high-fidelity translations of classics like Ranma ½. In a 2024 TouchArcade interview, Woodhead discussed the Wizardry remaster's development and its ties to Japanese gaming influences, marking a reflective return to his roots. Norman Sirotek, who managed finance and administration at Sir-Tech, maintained a lower profile but remained engaged with IP stewardship; in a 2023 PC Gamer interview alongside Woodhead, he expressed optimism for authentic Wizardry revivals using the original titles' rights. The brothers reunited publicly in 2024 for Digital Eclipse's project announcements, emphasizing fidelity to the series' dungeon-crawling essence. No formal consulting roles for Sirotek were documented, though both have contributed to retrospective discussions as of 2025. Sir-Tech's cultural footprint endures through retrospectives, podcasts, and inspiration for indie RPGs. Podcasts like The Retro Hour (episode 262, 2021) featured Sir-Tech veteran Brenda Romero recounting her work on Wizardry and its impact on early RPG design, while They Create Worlds (episode 114) provided an in-depth history of the company's founding and Wizardry's innovations. Matt Chat's 2014 interviews with Robert Sirotek delved into the first five Wizardry games' creation, and a 2024 TouchArcade episode with Woodhead explored the franchise's global reach. Print and online retrospectives, such as Time Extension's 2024 feature on Wizardry's making and PC Gamer's 2023 profile, highlight Sir-Tech's role in shaping party-based RPGs. As of 2025, these efforts have influenced indie revivals, with the 2023 Wizardry remaster cited as a benchmark for preserving retro dungeon crawlers, encouraging developers to blend classic grid-based combat with modern accessibility in titles like pixel-art homage projects on itch.io and Steam.[68][9][69][70][6][59]References
- https://handwiki.org/wiki/Company:Sir-Tech
