
Omega 6: The Triangle Stars – A Nostalgic Journey by Takaya Imamura
Crafted by the esteemed Takaya Imamura, who dedicated 32 years to Nintendo as an art director, Omega 6: The Triangle Stars is a retro-themed adventure game that breathes new life into the classic gaming experience. Known for his pivotal roles in designing iconic characters such as Captain Falcon from F-Zero and various favorites from the Star Fox series, Imamura’s artistic vision has left an indelible mark on the gaming landscape, including the unforgettable mask from The Legend of Zelda: Majora’s Mask.
After years of collaboration at Nintendo, Imamura has embraced his creative independence, culminating in the publication of his manga, Omega 6, in France. This venture has now transformed into an authentic retro 16-bit adventure game that captures the same imaginative spirit that defined Imamura’s illustrious career. In a recent interview with Game Rant, Imamura shared his aspirations for the game and the diverse environments players will explore.
Omega 6: The Triangle Stars Isn’t Trying to Be Baldur’s Gate





In an age when storytelling in video games has reached unprecedented levels of complexity and philosophical depth, Imamura has intentionally opted for a more simplistic narrative approach in Omega 6. His aim is to recreate the feel of simpler times through this game, invoking nostalgia and the joys of childhood. He elaborates:
This applies to both the comic and the game. In recent years, games, comics, and films really dive deep into meanings, character development, and so on. For me, though, I just wanted to take a step back. The game looks retro and feels retro, and that’s really what I’m all about.
So if there’s anything I want players to take away, it’s a feeling of nostalgia—going back to when they were younger, when they were kids, when things were simpler. Simple pleasures, that kind of thing.
Despite its straightforward approach, Omega 6: The Triangle Stars is set against a fascinating backdrop. In this world, humans enjoy extended lifespans, while an influx of extraterrestrial beings begins to disrupt human society. This creates the impetus for constructing the Omega 6 starship, which seeks a new home for humanity. Players will join the adventure alongside characters Thunder, Kyla, and their robotic companion Prop as they embark on a treasure-hunting escapade across various planets.
Exploring a Variety of Planets in Omega 6

The allure of space adventure often lies in exploring multiple unique planets, and Omega 6: The Triangle Stars delivers just that. Imamura points out that incorporating distinct planets not only enhances gameplay but also enriches player engagement by avoiding the monotony of a single setting. He explains:
The basis of these three planets comes from the idea that having a variety of locations to visit in the game would make it more engaging for the player. It’s about giving the game more variation, rather than having players visit the same old places over and over again.
In order to make that variation easy to grasp, splitting the game into three planets seemed like the easiest way to do it. At first, it was one planet with several satellites, but as we neared the end, we took a step back and thought, “You know, this doesn’t seem great in terms of scale.”So we wondered, “What if we boosted these satellites, these moons, into planets themselves?”And that’s where the subtitle The Triangle Stars comes from—it was added quite last minute.
As for the theme of the planets, it’s fairly simple: there’s a hot one, a cold one, and one full of treasure hunters and untrustworthy people. The goal wasn’t necessarily to add a lot of depth but to make it easy for the player to grasp and remember where things were, what happened where, and what kind of atmosphere or place they were exploring.
Echoing the intent to maintain simplicity reminiscent of Saturday morning cartoons, the planets in Omega 6: The Triangle Stars provide engaging backdrops that introduce variety without delving into complex cultural narratives akin to those found in titles like Mass Effect. The design focuses on accessibility and adventure, inviting players into Imamura’s heartfelt homage to gaming’s golden age.
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