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Cover art for Conan: The Mysteries of Time

433 · Conan: The Mysteries of Time

June 19, 2026 · 41 min · transcript available

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  • In an age undreamed of, where bar-buh-rus kingdoms battle for survival in a savage and unforgiving land...you stand alone.

I. Setup & Premise

  • The pitch: Conan seeks the throne of Aquilonia. A mysterious old man named Nemonios materializes out of a campfire — as you do — and tells him the key to the kingdom is recovering four sacred urns stolen from the Crypt of Cahalla. Conan must cross six locations to find them. Armed with a sword that reaches about six pixels ahead of him, he sets off.
  • Developed by Eastridge Technology. Published by Mindscape.
  • Here's the origin story the box doesn't mention: this game is not a Conan game. It is a lightly reskinned port of a 1989 British home computer title called Myth: History in the Making, developed for the Commodore 64, Amiga, and Amstrad CPC. In Myth, the protagonist is a modern teenager who falls through a hole in time and has to fight his way through Greek, Norse, and Egyptian mythology to get home. Mindscape acquired the NES rights and slapped the Conan license on top.
  • Conan the Barbarian is one of the great pulp properties. Robert Howard created him for Weird Tales magazine in 1932 — a bronze-skinned Cimmerian warrior navigating a world of sorcerers, thieves, monsters, and corrupt kings that was simultaneously trashy and genuinely mythological. Howard committed suicide at 30 in 1936, got revived by Marvel Comics in 1970, and exploded globally with the 1982 film starring Arnold Schwarzenegger. By 1991, Conan was a household name And the game attached to that name is a ported British puzzle-platformer where you press down to jump

II. What Makes It Notable (For Better or Worse)

  • Pressing down to jump broken
  • This is where we start, because it's the fact that defines the entire experience. On the NES controller, jumping is conventionally mapped to A or B. In Conan: The Mysteries of Time, jumping is executed by pressing down on the D-pad. This is not a preference setting. It is not an option. It is the only way to jump
  • The mismatch between intent and input is constant and punishing
  • The combat range broken
  • Conan's default weapon is a sword with a reach so short that landing a hit requires standing nearly inside the enemy's sprite. The manual describes the available arsenal as including short-range punches, sword strikes, and jump kicks. In practice, the sword is stingy, the punch is shorter than the sword, and the jump kick requires an input timing so precise that most players execute it either too early or not at all.
  • The hidden weapon system mixed
  • Each level contains a specific weapon hidden somewhere in the environment — not telegraphed, not marked, not hinted at in the game itself. The instruction manual provides cryptic clues about what the weapons are and their general significance, but their locations are yours to find.
  • What’s true
  • Many bosses require a specific weapon or item to be realistically defeated
  • Using the wrong weapon can make a boss:
    • Take little to no damage
    • Become practically unbeatable before you die
  • “We’re not technically stopping you… but good luck trying.”
  • Walk up to the level's final enemy with only your starting gear and nothing happens — no damage registers, the encounter doesn't resolve
  • The mechanic isn't broken in concept. The execution is broken because the game doesn't give you enough visual information to work with
  • The mid-air hit stun broken
  • When Conan is struck by an enemy while in the air, he stops moving horizontally and drops straight down. In levels built over bottomless pits — which most of them are — this is an instant death. You can be hit mid-jump by an enemy you had already cleared visually and fall into the void with no recovery opportunity. Reviewers specifically called this out as the primary reason the game is functionally impossible to progress past the early stages without prior knowledge of every enemy placement. It isn't difficulty from challenge. It's difficulty from the interaction of a bad control scheme and an unforgiving physics response to a common scenario
  • The six levels context
  • Six locations, all named from the Hyborian (fictional prehistoric era set in a reimagined Europe and North Africa) geography Howard built across his stories. The names are right — Zamboula, Brythunia, Asgard and Vanaheim — but the levels themselves bear no particular relationship to the places they're named after. The Forests of Asgard do not feel like a Norse forest. The Tombs of Zamboula do not feel like Howard's desert kingdom of poisoners and cannibals.

III. Pop Culture, Legacy & Connections

  • Conan as a property: Marvel Comics launched a Conan title in 1970 with writer Roy Thomas and artist Barry Windsor-Smith, which ran until 1993 and introduced the character to an entirely new generation. The 1982 film with Schwarzenegger in the role that made him a movie star, James Earl Jones as the villain.
  • The critical reception: Every professional review of this game converges on the same conclusion from different angles. One critic called it one of the worst NES titles ever made. Another described it as platforming at its worst. GamePro, always more generous than most, gave it a perfect score for challenge — which is technically accurate, since the game is extraordinarily difficult, but for entirely the wrong reasons. Difficulty earned through unfair controls and hidden progression requirements is not a virtue. The critical consensus places this game in the tier reserved for titles where the license actively damages the property it carries

IV. Closing Bits

  • The question to leave listeners with: Conan is one of pulp fiction's great characters —He's been painted by Frazetta, played by Schwarzenegger, and at some point somebody looked at a budget C64 game about a time-traveling teenager and said, "you know what this could be Conan too"
  • Is there a version of a Conan NES game that could have been good — something built from scratch that understood the character and the platform? Or was the era's business model designed to guarantee exactly what we got?
  • Tease next episode
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