Gregg Mayles: Difference between revisions

From the Super Mario Wiki, the Mario encyclopedia
Jump to navigationJump to search
m (Done Glowsquid.)
No edit summary
 
(33 intermediate revisions by 21 users not shown)
Line 1: Line 1:
{{RealPeopleBox
{{person infobox
|image=[[File:Gregg-mayles-bk.jpg|260px]]
|image=[[File:Gregg-mayles-bk.jpg|260px]]
|born=1971
|born=1971
|role=Game designer, Creative Director
|role=Game designer, Creative Director
|developer=Rare}}
|developer=Rare
'''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.
}}
'''{{wp|Gregg Mayles}}''' is a British video game designer employed by [[Rare Ltd.|Rare]], and the brother of [[Steve Mayles]]. He is credited as a designer for several of the company's games, such as the {{wp|Battletoads (arcade game)|arcade ''Battletoads''}}, ''{{wp|Viva Piñata|Viva Piñata}}'' and the {{wp|Banjo-Kazooie (series)|''Banjo-Kazooie'' 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>.
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">[https://web.archive.org/web/20180801100052/https://www.nowgamer.com/the-making-of-donkey-kong-country/ The Making Of Donkey Kong Country] (June 21, 2010)</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 was the designer for ''Donkey Kong Country 2'', which he believes 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> Gregg Mayles was not directly involved in ''Donkey Kong Country 3'', as he was working on ''[[jiggywikki:Dream: Land of Giants|Dream: Land of Giants]]'' (which later became ''Banjo-Kazooie'') at the time.{{ref needed}} In addition, Mayles also designed the final battle with [[King K. Rool]] on ''[[Donkey Kong 64]]''.<ref>Mayles, Gregg (September 6, 2020). [https://twitter.com/Ghoulyboy/status/1309969999159848964 Tweet by Gregg Mayles.] ''Twitter''. Retrieved October 4, 2020.</ref>
 
Gregg Mayles is also known for his tweets regarding development and conceptual information of games he has worked on. This includes both ''Donkey Kong Country'' and its sequel ''Donkey Kong Country 2'', where he would respectively use the hashtags #DKCrevealed, and #DKC2is20 in commemoration of each game's twentieth anniversary.


==Games credited==
==Games credited==
*''[[Donkey Kong Country]]'' – Designer
*''[[Donkey Kong Country]]'' – Designer
*''[[Donkey Kong Country 2: Diddy's Kong Quest]]'' – Designer
*''[[Donkey Kong Country 2: Diddy's Kong Quest]]'' – Designer
*''[[Donkey Kong Country 3]]'' – Special Thanks
*''[[Donkey Kong Country 3: Dixie Kong's Double Trouble!]]'' – Special Thanks
*''[[Donkey Kong 64]]'' – Support Team
*''[[Donkey Kong 64]]'' – Support Team
*''[[Super Smash Bros. Ultimate]]'' – Original Games Supervisor (Rare Ltd.)
==Gallery==
<gallery>
Crocodile Isle Concept.jpg|Concept design of [[Crocodile Isle]]
Toxic Tower concept.jpg|Concept design of [[Toxic Tower]]
</gallery>
==External links==
*[https://twitter.com/ghoulyboy Twitter account]


==References==
==References==
<references/>
<references/>
{{BoxTop}}
 
{{People}}
{{People}}
[[Category:People]]
[[Category:People]]
[[Category:Game Designers]]
[[Category:Game designers]]

Latest revision as of 23:57, May 31, 2023

Gregg Mayles
Gregg Mayles.
Born 1971
Super Mario–related role(s) Game designer, Creative Director

Gregg Mayles is a British video game designer employed by Rare, 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 was the designer for Donkey Kong Country 2, which he believes to be superior to its predecessor.[3] Gregg Mayles was not directly involved in Donkey Kong Country 3, as he was working on Dream: Land of Giants (which later became Banjo-Kazooie) at the time.[citation needed] In addition, Mayles also designed the final battle with King K. Rool on Donkey Kong 64.[4]

Gregg Mayles is also known for his tweets regarding development and conceptual information of games he has worked on. This includes both Donkey Kong Country and its sequel Donkey Kong Country 2, where he would respectively use the hashtags #DKCrevealed, and #DKC2is20 in commemoration of each game's twentieth anniversary.

Games credited[edit]

Gallery[edit]

External links[edit]

References[edit]

  1. ^ The Making Of Donkey Kong Country (June 21, 2010)
  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."
  4. ^ Mayles, Gregg (September 6, 2020). Tweet by Gregg Mayles. Twitter. Retrieved October 4, 2020.