Gregg Mayles: Difference between revisions

From the Super Mario Wiki, the Mario encyclopedia
Jump to navigationJump to search
mNo edit summary
mNo edit summary
Line 3: Line 3:
|born=1971
|born=1971
|role=Game designer, Creative Director}}
|role=Game designer, Creative Director}}
'''Gregg Mayles''' is a British video game designer employed by [[Rareware]]. 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]]'' series.
'''Gregg Mayles''' is a British video game designer employed by [[Rareware]]. 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]]'' series.


Gregg 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 further feels that ''[[Donkey Kong Country 2]]'' is 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>.
Gregg 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 further feels that ''[[Donkey Kong Country 2]]'' is 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>.

Revision as of 06:06, July 8, 2013

Template:RealPeopleBox Gregg Mayles is a British video game designer employed by Rareware. He is credited as a designer for several of the company's games, such as the arcade Battletoads, Viva Piñata and the Banjo series.

Gregg 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 further feels that Donkey Kong Country 2 is superior to its predecessor [3].

Games credited

References

  1. ^ The Making Of Donkey Kong Country (accessed February 20 2012)
  2. ^ 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,"
  3. ^ 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."

Template:BoxTop