Gregg Mayles: Difference between revisions
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'''Gregg Mayles''' is a British video game designer employed by [[Rareware]], and the brother of [[Steve Mayles]]. He is credited as a designer for several of the company's games, such as the [[wikipedia: Battletoads (arcade game)|arcade ''Battletoads'']], ''[[wikipedia:Viva Piñata|Viva Piñata]]'' and the ''[[wikipedia:Banjo-Kazooie (series)|Banjo-Kazooie]]'' series. | '''Gregg Mayles''' is a British video game designer employed by [[Rareware]], and the brother of [[Steve Mayles]]. He is credited as a designer for several of the company's games, such as the [[wikipedia: Battletoads (arcade game)|arcade ''Battletoads'']], ''[[wikipedia:Viva Piñata|Viva Piñata]]'' and the ''[[wikipedia:Banjo-Kazooie (series)|Banjo-Kazooie]]'' series. | ||
Mayles was the designer of ''[[Donkey Kong Country]]'', deciding on elements like having a sparse HUD, designing the levels to allow a skilled a player to navigate smoothly without interruption and the presence of a "buddy" character to allow the player to take more than one hit.<ref name="Retrogamer">[http://www.nowgamer.com/features/895227/the_making_of_donkey_kong_country.html The Making Of Donkey Kong Country] (accessed February 20 2012)</ref> He cites ''[[Super Mario Bros. 3]]'' as a chief inspiration for ''Donkey Kong Country''.<ref>In "The Making of Donkey Kong Country", Gregg Mayles is quoted as saying: "''For me, Super Mario Bros. 3 was the ultimate pinnacle for 2D platform games. We wanted the same kind of structure, but we also wanted it to be extremely flowing – where a skilled player could move effortlessly through the levels at great speed,''"</ref> He also stated that he | Mayles was the designer of ''[[Donkey Kong Country]]'', deciding on elements like having a sparse HUD, designing the levels to allow a skilled a player to navigate smoothly without interruption and the presence of a "buddy" character to allow the player to take more than one hit.<ref name="Retrogamer">[http://www.nowgamer.com/features/895227/the_making_of_donkey_kong_country.html The Making Of Donkey Kong Country] (accessed February 20 2012)</ref> He cites ''[[Super Mario Bros. 3]]'' as a chief inspiration for ''Donkey Kong Country''.<ref>In "The Making of Donkey Kong Country", Gregg Mayles is quoted as saying: "''For me, Super Mario Bros. 3 was the ultimate pinnacle for 2D platform games. We wanted the same kind of structure, but we also wanted it to be extremely flowing – where a skilled player could move effortlessly through the levels at great speed,''"</ref> He also stated that he considers ''[[Donkey Kong Country 2]]'' to be superior to its predecessor.<ref> In "The Making of Donkey Kong Country", Gregg Mayles is quoted as saying: "''My personal opinion is that DKC2 was a better game than DKC as we tried to incorporate more of the intricacies that made Mario so compelling but at the same time retaining our desire for fast, fun gameplay."''</ref> | ||
==Games credited== | ==Games credited== |
Revision as of 12:28, October 5, 2018
Gregg Mayles is a British video game designer employed by Rareware, and the brother of Steve Mayles. He is credited as a designer for several of the company's games, such as the arcade Battletoads, Viva Piñata and the Banjo-Kazooie series.
Mayles was the designer of Donkey Kong Country, deciding on elements like having a sparse HUD, designing the levels to allow a skilled a player to navigate smoothly without interruption and the presence of a "buddy" character to allow the player to take more than one hit.[1] He cites Super Mario Bros. 3 as a chief inspiration for Donkey Kong Country.[2] He also stated that he considers Donkey Kong Country 2 to be superior to its predecessor.[3]
Games credited
- Donkey Kong Country – Designer
- Donkey Kong Country 2: Diddy's Kong Quest – Designer
- Donkey Kong Country 3: Dixie Kong's Double Trouble! – Special Thanks
- Donkey Kong 64 – Support Team
External links
References
- ^ The Making Of Donkey Kong Country (accessed February 20 2012)
- ^ In "The Making of Donkey Kong Country", Gregg Mayles is quoted as saying: "For me, Super Mario Bros. 3 was the ultimate pinnacle for 2D platform games. We wanted the same kind of structure, but we also wanted it to be extremely flowing – where a skilled player could move effortlessly through the levels at great speed,"
- ^ In "The Making of Donkey Kong Country", Gregg Mayles is quoted as saying: "My personal opinion is that DKC2 was a better game than DKC as we tried to incorporate more of the intricacies that made Mario so compelling but at the same time retaining our desire for fast, fun gameplay."