Yamamura

Yamamura is a male rock dove with Mario's emblem on the breast who appears in Super Mario Maker. He is named after veteran Nintendo level designer Yasuhisa Yamamura. He is a companion of Mary O. and Undo Dog, frequently appearing alongside them. According to Mary O, Yamamura is a skilled level creator, and Yamamura has a section that includes ten design tips for making better levels. His way of communication is simple coos, but with words in parentheses translating them. According to official bios, Yamamura likes eating edamame, soybeans in the pod, and taking long walks in the park. Yamamura has also created levels that are part of an officially released set of levels, most of them being edited versions of Mary O.'s courses.

As part of the New Year's contest for 2016, Yamamura challenged Mary O. to a level creation contest and won, with his 13% Stars per Play compared to Mary O.'s 7% Stars per Play. As his gift, on January 12, 2016, Yamamura is released as a Mystery Mushroom costume, which can be unlocked by clearing the "Cooooo! (Feat. Yamamura)" Event Course.

In the 3DS port, Yamamura plays the role as instructor teaching the player how to build levels in Yamamura's Lessons and even explaining some elements unlocked in Super Mario Challenge Mode. It is also revealed in the port that Mary O. is the apprentice of Yamamura and he sometimes forgets that Mary O. is not a bird.

Super Mario Maker bio

 * "He's a pigeon. That much is clear. For reasons beyond our understanding, he's also a master of Mario course creation. He loves edamame and long walks in the park."

Comic 1

 * Mary O.: "Wow! Everyone's having so much fun uploading the Super Mario Maker courses they've created!"
 * Yamamura: "Coo." "(Your words ring true. Over two million courses have been uploaded to date.)"
 * Mary O.: "Make that over two million AND ONE. I made one too! Can you try it out for me, Yamamura?"
 * Yamamura: "Coo..." "(As you wish, my apprentice. Here goes nothing...)"
 * Yamamura: "..."
 * Yamamura: "COO?!" "(What is this monstrosity?!)"
 * Mary O.: "OH DEAR!! Is it really that bad?!"
 * Yamamura: "Coo." "(Yes. It really is. I'd rather bunk with a Bob-omb than ever look at that disgrace again. Now I'm filled with a burning need to show you the error of your ways.)"
 * Mary O.: "You're quite...honest, aren't you? OK, so what didn't you like about it?"
 * Yamamura: "Coo." "(To start, everything. It's full of awful ambushes. Thwomps placed above the screen where the player can't see them. Lava Bubbles leaping out of nowhere. That's not coo.)"
 * Mary O.: "What do you mean? Surprises are fun!"
 * Yamamura: "Coo." "(Fun for who? For players, the fun comes when they notice an ambush in the nick of time and evade it. If there's no warning whatsoever, that's no fun at all.)"
 * Mary O.: "Oh, I hadn't thought of it like that..."
 * Yamamura: "Coo." "(Clearly. You also used too many enemies. With so many foes attacking from all sides, the player is in a constant state of tension and confusion. Courses are more enjoyable when there's a balance of calm and chaos.)"
 * Mary O.: "Hmm, that makes sense! I'd really like to get better at making courses... Do you have any tips?"
 * Yamamura: "Coo. Coo!" "(Only if you buy me some edamame. My massive pigeon brain needs fuel! Now then, let's start by making a course with the player in mind. In fact, that's your homework for this lesson. Make me proud!)"
 * Mary O.: "I'm on it! I CAN DO THIS!!"

Comic 2

 * Mary O.: "Yamamura! I finished my homework!!"
 * Yamamura: "Coo?"
 * Mary O.: "Don't you "coo" me! Have you forgotten already? Honestly, you're such a birdbrain! You promised to teach me how to make better courses!"
 * Yamamura: "Coo... Coo? (I'll assume you meant birdbrain as a compliment... But aren't YOU forgetting something?)"
 * Mary O.: "Me? I don't believe so..."
 * Yamamura: "COO!! (My tasty reward!!)"
 * Mary O.: "Oh my, you need to calm down. They're right here, you silly pigeon. A big bag of edamame!"
 * Yamamura: "Coo! Coo. (So coo! All right then, I'll take a look at your course as I snack.)"
 * Yamamura: "Coo... Coo. Coo? (Let's see... There. I've marked the parts that caught my eye with numbers. By the way, did you enjoy making this one?)"
 * Mary O.: "I did! With my first course, there were so many different elements, I wasn't sure where to start. Since I was limited to only a few this time, it was a lot easier to get going!"
 * Yamamura: "Coo. (I see, I see.) *munch munch* (Mmm... Delicious...)"
 * Mary O.: "(I wonder if he's really listening...) Oh! I noticed something else too. With so few elements to work with, if I placed them just anywhere, the course got pretty repetitive . I had to be creative with how I used the different objects to come up with fun layouts."
 * Yamamura: "Coo! Coo. (Brilliant! That's exactly why I gave you those limitations. With fewer elements to work with, it's easier to notice the importance of placement . Instead of focusing on the objects or enemies themselves, you start to think about how you want Mario to interact with them . That's what counts! Now then, let's take a closer look at your course.)"
 * Mary O.: "Ooh! This is a much better course now!"
 * Yamamura: "Coo! Coo... Coo? (Agreed! But back to that last area... Have you tried jumping on the Big Goomba in between those pipes?)"
 * Mary O.: "The Big Goomba? Hoo! Hah! Waaahoooo!! Wow, that was great! What a rush!!"
 * Yamamura: "C-coo... Coo? Coo. (R-right... I've never seen your speech sparkle like that. Weird. At any rate, it's quite satisfying, isn't it? Creating that feeling is the focus of your next lesson. Here's your new homework!)"
 * Mary O.: "A satisfying course... That sounds difficult! May I have a hint?"
 * Yamamura: "Coo. (Give the player exciting jumps to make, that kind of thing. You'll do great.)"
 * Mary O.: "Exciting jumps, got it! I suppose jumps are the core of any Mario game, after all. I'll see what I can do!"

Comic 3

 * Yamamura: "Coo. (OK. Just like last time, I've added numbers to the parts that caught my attention. But first, tell me your thought process for this course.)"
 * Mary O.: "Well, I tried to lay out the course elements to create exciting jumps for the player. For instance, it feels great to jump through a bunch of coins or to leap from one pipe to another."
 * Yamamura: "Coo! Coo. (I see! Go on.)"
 * Mary O.: "I also remembered how good it felt to jump on the Big Goomba at the end of our last course, so at the part you marked with a ③, I placed two Big Goombas to jump on. You can use the first one to leap over the pipe and onto the other one. It feels great!"
 * Yamamura: "Coo. (I see you used a Super Star too. Very good. Now, let's discuss my notes.)"
 * Mary O.: "Your feedback makes a lot of sense...but your version of the course is almost identical to mine!"
 * Yamamura: "..."
 * Mary O.: "And all your comments were about minor things like Goomba and coin placement..."
 * Yamamura: "..."
 * Mary O.: "It seems to me you were just being nitpicky..."
 * Yamamura: "..."
 * Mary O.: "Could it be my course was... not too shabby?!"
 * Yamamura: "COO! Coo! Coo... (FINE! You win! It wasn't half bad...)"
 * Mary O.: "Wow! Do you mean it?!"
 * Yamamura: "Coo. (I'm as surprised as you are. Your first course was so brutal, some people online were calling it an official Nintendo troll course . It's hard to believe you've improved so quickly.)"
 * Mary O.: "I...didn't know people were saying that. (I also didn't know pigeons used the Internet...) "
 * Yamamura: "Coo. (There were two things I was hoping to teach you. The first was to engage the player with moments of tension, like when doing a tricky maneuver, or moments of elation, like when making a massive jump. You passed with flying colors! I didn't change much at all.)"
 * Mary O.: "Thank you! That's awfully nice of you to say. I'm curious, though... Why did you remove the Super Star at the beginning?"
 * Yamamura: "Coo. (Having an obvious Super Star at the beginning makes it seem like being invincible is the "right way" to play the course. If the player misses it, they're going to feel like they're being forced to play the "wrong way ." That's not a great feeling, so I felt it was best to remove it.)"
 * Mary O.: "Interesting. But I like the feeling of being invincible!"
 * Yamamura: "Coo! Coo. (You're right — it's a nice feeling! That's why I hid that Super Star in a Hidden Block. That way, it doesn't seem like the "right way" to play, it's just a different way to play. It's good to look at ideas you've rejected and see if you can make them work in a different way. It helps you build courses with more depth.)"
 * Mary O.: "I see!"
 * Yamamura: "Coo. (Now for the second thing I was hoping to teach you. It's about the satisfaction of small victories . Achieving the smallest of things, like grabbing an item or reaching the next platform, gives players a certain satisfaction. This feeling complements moments of tension with moments of joy, giving your course subtle highs and lows to keep players on their toes. I added a moment like that at part Ⓐ.)"
 * Mary O.: "I was wondering about that Ⓐ! What's the new platform for?"
 * Yamamura: "Coo. Coo... (When the player leaps into the air to hit the block up above, that platform gives them a chance to relax . The player can land on that platform with a small hop, but if it were higher, it would be trickier. It's helpful to consider how your body moves when you exercise . Those moments of exerting yourself and then stretching out, or the unsteady feeling of standing on a precarious ledge...)"
 * Mary O.: "Um, Yamamura...you're a pigeon. What do you know about how humans exercise?"
 * Yamamura: "COO!! (!!!!!!!)"
 * Mary O.: "I take it back! I TAKE IT BACK! No need to ruffle your feathers."
 * Yamamura: "Coo. Coo... (Hmph, humans these days. Let's just change the subject...) Coo? (Did you notice anything about the pit just before point ②?)"
 * Mary O.: "Hmm, it looks a bit shorter."
 * Yamamura: "Coo. (Precisely. Now players can make it across using a normal jump rather than a dash jump. As for why, that's another lesson for another time.)"
 * Mary O.: "Fair enough. We've been here quite a while!"
 * Yamamura: "Coo... *coo* (All that talking made me hungry... *hint hint*)"
 * Mary O.: "Here, have some edamame. You earned them!"
 * Yamamura: "Coo! (Thanks! Don't mind if I do!) Coo... *munch munch* Coo... *crunch munch* Coo... (Now, while the course... *munch munch* you made this time... *crunch munch* is fun to play...)"
 * Mary O.: "Yamamura! Don't talk with your beak full!"
 * Yamamura: "Coo. Coo... *munch munch* (As a whole, there's nothing all that interesting about it. It's a little dull... There's no anticipation or excitement... *munch munch*)"
 * Mary O.: "I agree. So why did you make it like that?"
 * Yamamura: "*munch crunch munch* Urghh!! *cough* *sputter*"
 * Mary O.: "Ewww! You spit edamame all over me!"
 * Yamamura: "Coo. Coo! (Ehem, agree to disagree. Now, time for your next challenge. Make a course that's exciting or has a distinct theme!)"
 * Mary O.: "Memorable, eh? That's kind of...vague."
 * Yamamura: "Coo. Coo! (You could try placing elements in visually interesting shapes, or theme it around an enemy you really like. Set a goal and have at it!)"
 * Mary O.: "Roger that! One memorable course coming right up!"

Trivia

 * Yamamura appears on the Nintendo 3DS home menu as the thumbnail for the second Super Mario Maker badge group.