The Roots of Sir-tech and the Making of Wizardry

Over on The Digital Antiquarian blog, you'll discover two separate articles that provide both an amazing history about the Sirotech family and their flight from Czechoslovakia (based on magazine articles from over two decades ago and with Bedrich Sirotek, Jr. filling in additional details) and an in-depth look at the making of Wizardry: Proving Grounds of the Mad Overlord, from the original partnership between Robert Woodhead and Andrew Greenberg to Robert Sirotech's much-needed assistance in getting the game published. Both are fascinating and highly recommended reads:
The Sirotek family arrived in Canada with little more than the proverbial clothes on their backs; their entire fortune, castle included, was left to the Communists back in Czechoslovakia. Undaunted, Sirotek started over. Both he and his son changed their first names to the more English-friendly Frederick, and by 1951 they had formed their own home-building business. Once again they were on hand for a great economic moment, the prosperity of the 1950s in which a generation of ex-soldiers found good jobs, married, and started buying houses. The company moved on from home-building to gas stations to major commercial projects all over eastern Canada and the northeastern United States, including such prestige projects as a wind tunnel for Ottawa Airport and a linear accelerator and ion lab for the Canadian National Research Council. Frederick Jr., now married and with three children of his own, took over complete control of the family's numerous business concerns after his father died in 1974.

Those concerns had by this point diversified far beyond construction. The family had, for example, for many years owned a factory manufacturing those little souvenir spoons sold in gift shops. During the mid-1970s, Sirotek became aware of a small industrial-resin manufacturer in Ogdensburg, New York, looking for an outside partner to invest. The owner of the company was a woman named Janice Woodhead, a British émigré to the United States by way of Canada. The husband with whom she had founded the business had recently died, and she needed a partner to continue. Sirotek, who saw an opportunity to acquire the resin his spoon-factory needed at a much cheaper price, signed on.

The partnership eased one link in his chain of supply, but there was still a problem further up the line. The base of the resin manufactured by Woodhead's company was ordinary sand. That might seem a cheap and plentiful commodity, but this wasn't generally the case. Prices for the stuff kept changing from week to week, largely in response to changing railroad-shipping rates. Every time that happened, Woodhead would have to recalculate by hand manufacturing costs and pricing. Sirotek didn't really know anything about computers, but he did know enough to wonder aloud one day whether it might not be possible to program one to do all of this for them, and to do it much more quickly.

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To drum up some publicity, Sir-tech took the game to the June 1981 AppleFest in Boston (the same show where Chuck Benton had his fateful meeting with Ken Williams and On-Line Systems). They sold there a demonstration version of the game, which included just the first three dungeon levels. The reception was very positive indeed. Slowly, a buzz was building about the game outside of Sir-tech and Cornell. And then TSR stepped in.

One of the less attractive sides of Gary Gygax and his company was their fondness for using the legal system as a bludgeon. This was, remember, the company that had threatened to sue MIT because an alternate name for Zork, Dungeon, was the same as that of TSR's Dungeon! board game. It now seemed that Gygax and his company considered the double-Ds of Dungeons of Despair too close to those of Dungeons and Dragons. (One wonders just how TSR, a profoundly un-tech-savvy company almost unbelievably tardy in getting its own products onto computers, kept finding out about all these alleged violations in the first place.) Like the Zork team before them, the Sir-tech folks scoffed a bit at TSR's chutzpah, but ultimately decided this wasn't a fight worth having. Dungeons of Despair became Proving Grounds of the Mad Overlord a better name in my book anyway. (If you're going to go the purple-prose route, might as well go all out.) In a wonderful display of karmic justice, Gygax himself in the early 1990s was sued by his old company when he tried to market a new game of his own under the name Dangerous Dimensions, and had to change it to Dangerous Journeys.

Sir-tech spent the rest of that summer of 1981 making final preparations to release Wizardry at last. Here Frederick Sirotek made a vital contribution. Realizing from his own business experience how important an appearance of professionalism was and all too aware of the inadequate Info-Tree documentation, he insisted that Sir-tech put together a solid, attractive package for the game and make sure the manual (was readable by people without computer backgrounds.) From the embossed cover to the unusually lengthy, professionally-edited-and-typeset manual found within, Wizardry looked a class act, standing out dramatically from the Ziploc bags and amateurish artwork of the competition. Wizardry looked like something major.
Thanks for retweeting, Jay!