1992 · Game Boy · Game story
Selection II (1992): An RPG That Asks You to Knock
Prince Hein’s journey through the troubles facing Ricker Kingdom is built from small acts of attention: look at a person, open a chest, knock on what is nearby, and let the next path reveal itself.
In this story
A country described as a question
Selection II: Ankoku no Fuuin opens, in Nintendo’s current Japanese description, with a deliberate restraint. Prince Hein of Ricker Kingdom travels with companions and approaches the truth behind an unusual disturbance that has struck the country. That is the promise: not a catalogue of villains, not a parade of lore terms, but a young prince and a kingdom whose condition needs to be understood. The electronic manual calls it a role-playing game in which Hein and his companions advance the adventure while solving mysteries. For a small Game Boy screen, that is a strong invitation. It makes curiosity the first piece of equipment. 1 2
Nintendo dates the Japanese Game Boy original to 4 September 1992. The Nintendo Classics record identifies KEMCO as its maker and calls the game an RPG; a retail archive independently preserves the same Japanese date, platform, product number and one-player classification. Hein travels with allies while the causes of the kingdom’s disruption come into view. The Japanese original’s own names and premise give that journey plenty of shape. 1 9
Trivia The title’s second half, 暗黒の封印, is often rendered in English as “Seal of Darkness” or nearby wording, but this page deliberately keeps the Japanese title close at hand. A translated title can be useful for navigation; it cannot automatically carry across every character name, story detail or version-specific line of dialogue. For a game with a small surviving official summary, naming discipline is part of good reading. The Japanese cartridge remains セレクションⅡ 暗黒の封印 first, and every larger claim needs a source that belongs to it. 1 2 7
See it in action
Three people and a small world full of prompts
The manual gives the party a clear ceiling: characters met during the journey may become companions who fight monsters alongside Hein, and a party can contain up to three people. That is enough to make the journey feel communal without inventing a permanent cast that the source does not name. Hein is the operative character on the command screen, but he is not made to carry the kingdom alone. The game’s structure lets meetings matter. Someone encountered on the road can become part of the group that sees the next battle, enters the next town or examines the next suspicious object. 2 1
A three-person party is a small social unit, and that modest size suits the game’s investigative mood. The player is not asked to memorise a crowd of systems before making sense of the world. Instead, the manual places Hein at the centre of a loop: inspect locations and objects, travel, choose a command, then enter a battle screen when a monster appears. The game makes room for allies, but it does not let their presence drown out the basic question that keeps returning: what is this place, and what should Hein do with it? The answer may be dialogue, an opened chest, a knocked object, a spell or a fight. 2
Trivia The opening file screen is a lovely bit of role-playing pragmatism. The manual says the player selects one of three files; a fresh file reads NEW, while a continuing file shows LV and offers the option to continue. It is not dramatic, but it makes a long journey feel like a thing with a home. Three small spaces hold three possible Heins, three possible parties, or simply three different moments in one reader’s investigation of Ricker Kingdom. 2
Look. Open. Knock.
The game’s identity lives in three modest Japanese commands. みる, “look,” lets the player see or investigate something; looking at a person starts a conversation. あける, “open,” is for objects such as treasure chests and doors. たたく, “knock,” acts on something nearby. Nintendo’s current description singles out these verbs as keys to solving mysteries and traps, and says that examining and searching places and things opens the road forward. This is not merely a menu technicality. It tells the player to approach the world actively. A person, chest or nearby object may have to be addressed in the right grammatical mood. 1 2
There is something charmingly unheroic about a prince whose quest may pause for a knock. It brings a human scale to fantasy. Hein can travel with companions and fight monsters, but the world does not yield only to royal status or combat strength. It yields when the player notices an object and asks a sensible question of it. The manual’s commands make that attention concrete: look at the person to speak, open the chest or door, knock at what is near. The journey becomes a series of acts of manners, curiosity and persistence before anyone can claim to understand the kingdom’s trouble. 1 2
Trivia “Knock” is the most memorable command because it does not sound like a standard RPG verb at all. Attack, talk and search are familiar enough; knock makes the player imagine a physical gesture directed at the nearby world. In this Game Boy RPG, the player can choose to knock on something close by, placing that delightful command beside looking and opening in the adventure’s language. 2
Battles are a pause, not a different game
When a monster appears, the game changes to a battle screen. The player enters commands for the party and the characters then act. The documented choices are auto battle, flee, or battle; battle branches into weapon attacks, attack/support/recovery magic and items. Experience raises level. HP reaches zero when a character is unable to fight, and MP is required for magic. These are familiar RPG ingredients, but the manual places them directly beside the exploration commands rather than treating them as the game’s whole point. A battle is one of the answers the world gives Hein—not the only kind of question the journey is allowed to ask. 2
The recovery rule gives the party a gentle anchor. If every member is incapacitated, the group returns to Ricker Castle, the starting point, with HP and MP fully restored. It is a failure condition, but also a statement about place: the kingdom’s castle remains the point to which the adventure can reset. That matters in a game concerned with a disturbance in Ricker Kingdom. The player is not thrown into an anonymous title screen. They are returned to Hein’s home base, healed enough to try a new reading of the route, a new combination of commands or a more careful approach to the next fight. 2
Trivia The manual names a gambling house among the places around the castle and town. Coins can be spent there on a roulette game, whose prizes may include items not sold in shops. It is a tiny, slightly mischievous detour in an otherwise earnest adventure. The same game that asks a prince to investigate a kingdom’s crisis also allows a turn of the wheel for a rare object. That is not a claim about plot importance; it is simply an official reminder that old RPG towns often make room for both destiny and a very bad financial decision. 2
Small tools, a large journey
The item list gives the journey a practical texture without forcing the reader to turn it into a bestiary. Consumables restore set amounts of HP or MP, cure petrification, revive an incapacitated party member, or block an enemy’s magic. Gems can be sold for substantial gold. Attack items include increasingly strong thrown boomerangs, and staffs that send fire, cold, lightning or a larger fireball at enemies. The manual also divides magic into attack, support, recovery and movement categories. That spread fits the article’s main idea: Selection II is not only about winning a battle; it is about carrying the right response to a strange place. 2
The best way to appreciate these systems is not to claim a grand innovation that the evidence cannot prove, but to notice their coherence. Look, open and knock make the immediate world legible. Equipment, items and magic help Hein prepare for its consequences. The party expands to three; battle commands turn that small group into a tactical unit; stores, inns and a prayer house create places to recover, buy and revive. The official materials describe a complete travel loop: observe, choose, endure, regroup, and keep asking what the next place wants. 1 2
Trivia The prayer house has two jobs in the manual: it can revive characters who cannot fight, and it can remove petrification. That mixture of solemn architecture and a practical service counter is a classic role-playing-game pleasure. A curse may be frightening in a dungeon, but in town it becomes something that a named institution is ready to sort out. 2
Keep each Selection separate
The Roman numeral matters, but it does not merge two games into one. Nintendo’s official manual for the earlier Selection: The Chosen One also follows Prince Hein and Ricker Kingdom, while its own story, named threat and rules belong to that earlier title. Selection II is therefore a sequel in the most useful historical sense: it shares a protagonist and a setting history, yet it has its own 1992 Japanese Game Boy record and its own command-and-party documentation. Its story begins from that cartridge’s own starting point. 5 1 2
Names across regions require the same restraint. Nintendo’s official UK Virtual Console page calls an English-language product The Sword of Hope II and supplies its own named demon, prince and sword framing. That is evidence that an overseas version exists, not authority for Japanese-original wording here. The Japanese Nintendo Classics record names Prince Hein and Ricker Kingdom, then frames the adventure as approaching the truth behind an anomaly. Keeping those accounts distinct lets each release speak in its own voice rather than turning localisation into an invisible rewrite of the 1992 Japanese game. 7 1
Trivia There was also a later Game Boy compilation, セレクションI&II 選ばれし者&暗黒の封印. Famitsu records it as a KEMCO Game Boy RPG released on 1 May 1998. That is a useful breadcrumb for collectors and historians. A compilation can put two titles in one box, while Selection II’s original 1992 cartridge keeps its own release date, manual and design vocabulary. 8 1 9
Trivia The Nintendo 3DS Virtual Console return is another separate shelf. KEMCO’s own 2012 news archive announces a 13 June Nintendo 3DS Virtual Console distribution, and Nintendo’s hosted electronic manual says the service reproduces the original game on Nintendo 3DS while allowing that operation and presentation can differ. Its suspend and whole-backup facilities belong to that later service. The Game Boy original already has three save files and a save menu; the extra 3DS safeguards should be appreciated as rerelease convenience, not written back into 1992. 6 2
Nintendo added the Japanese original to Game Boy Nintendo Classics on 8 July 2026. That is a welcome doorway, but the reason to walk through it is still the particular adventure on the other side. A prince, companions, a troubled kingdom, three people in a party and a menu that asks whether you want to look, open or knock: these are enough to make the game distinctive without inventing missing lore. Selection II’s charm lies in its modest confidence. The next road opens through a well-chosen verb. 3 4 1
Sources & image credits
Facts were checked against the links below. Official media remains the property of Nintendo and the relevant rights holders.
- セレクションⅡ 暗黒の封印 — Nintendo Classics Nintendo ↗
- セレクションII 暗黒の封印 — Nintendo 3DS Virtual Console electronic manual Nintendo / KEMCO ↗
- 〖7月8日追加〗「ゲームボーイアドバンス&ゲームボーイ Nintendo Classics」に5タイトルを追加。 Nintendo ↗
- Nintendo Classics Nintendo ↗
- セレクション 選ばれし者 — Nintendo 3DS Virtual Console electronic manual Nintendo / KEMCO ↗
- ケムコのゲーム|お知らせ(2012年) KEMCO ↗
- The Sword of Hope II | Virtual Console (Nintendo 3DS) Nintendo ↗
- セレクションI&II 選ばれし者&暗黒の封印(ゲームボーイ)の関連情報 Famitsu ↗
- [GB]セレクションII(SELECTION 2) 暗黒の封印 Media World ↗