Comunidad de Cine, Series TV y traduccin de subttulos en espaol. The latest Phoenix Wright game is the best one yet, and thats saying something, given the generally high quality of Capcoms longrunning series of comical. Search metadata Search full text of books Search TV captions Search archived web sites Advanced Search. Download the free trial version below to get started. Doubleclick the downloaded file to install the software. During that time, Hawkins also employed two of his former staff from Apple, Dave Evans and Pat Marriott, as producers, and a Stanford MBA classmate, Jeff Burton from Atari for international business development. The business plan was again refined in September and reissued on October 8, 1. By November, employee headcount rose to 1. Tim Mott, Bing Gordon, David Maynard, and Steve Hayes. Having outgrown the office space provided by Sequoia Capital, the company relocated to a San Mateo office that overlooked the San Francisco Airport landing path. Headcount rose rapidly in 1. Don Daglow, Richard Hilleman, Stewart Bonn, David Gardner, and Nancy Fong. He recruited his original employees from Apple, Atari, Xerox PARC, and Visi. Corp, and got Steve Wozniak to agree to sit on the board of directors. Hawkins was determined to sell directly to buyers. Combined with the fact that Hawkins was pioneering new game brands, this made sales growth more challenging. Retailers wanted to buy known brands from existing distribution partners. Former CEO Larry Probst arrived as VP of Sales in late 1. US1. 8 million in its third full year. This policy of dealing directly with retailers gave EA higher margins and better market awareness, key advantages the company would leverage to leapfrog its early competitors. In December 1. 98. David Gardner and Mark Lewkaspais moved to the UK to open a European headquarters. Up until that point publishing of Electronic Arts Games, and the conversion of many of their games to compact cassette versions in Europe was handled by Ariolasoft. Most of the early employees of the company disliked the Amazin Software name that Hawkins had originally chosen when he incorporated the company. While at Apple, Hawkins had enjoyed company offsite meetings at Pajaro Dunes and organized such a planning offsite for EA in October 1. Hawkins had developed the ideas of treating software as an art form and calling the developers, software artists. Hence, the latest version of the business plan had suggested the name Soft. Art. However, Hawkins and Melmon knew the founders of Software Arts, the creators of Visi. Calc, and thought their permission should be obtained. Dan Bricklin did not want the name used because it sounded too similar perhaps confusingly similar to Software Arts. However, the name concept was liked by all the attendees. Hawkins had also recently read a best selling book about the film studio, United Artists, and liked the reputation that the company had created. Early advisers Andy Berlin, Jeff Goodby, and Rich Silverstein who would soon form their own ad agency Goodby, Silverstein Partners were also fans of that approach, and the discussion was led by Hawkins and Berlin. Hawkins said everyone had a vote but they would lose it if they went to sleep. Hawkins liked the word electronic, and various employees had considered the phrases Electronic Artists and Electronic Arts. Other candidates included Gordons suggestion of Blue Light, a reference from the Disney film Tron. The New Blue Exorcist The Movie Movie. When Gordon and others pushed for Electronic Artists, in tribute to the film company United Artists, Steve Hayes opposed, saying, Were not the artists, they are. EA would publish were the artists. This statement from Hayes immediately tilted sentiment towards Electronic Arts and the name was unanimously endorsed. A novel approach to giving credit to its developers was one of EAs trademarks in its early days. This characterization was even further reinforced with EAs packaging of most of their games in the album cover pioneered by EA because Hawkins thought that a record album style would both save costs and convey an artistic feeling. EA routinely referred to their developers as artists and gave them photo credits in their games and numerous full page magazine ads. Their first such ad, accompanied by the slogan We see farther, was the first video game advertisement to feature software designers. EA also shared lavish profits with their developers, which added to their industry appeal. The square album cover boxes such as the covers for 1.