=============
INTRODUCTION
=============

BACKGROUND

STARDATE 1422.332 : ORDERS

Effective immediately, you are assigned to the System Defense Craft SD-2707
in Sector M as a Turret Gunner 1st Class.  Proceed to Omicron Station,
quadrant M01.01, where you will report to Captain Masters.

Dirian activity in Sector M is high and although peace talks are about to
begin on Zhinda III, loss of this sector would be a major blow to the war
effort.

Admiral Horn

End Transmission

-------------------

The optimism with which human kind took its first small steps into outer
space has been shattered by the reality of its current struggle for survival.
The situation is becoming desperate as the war with the Dirians takes its
toll in lives.  The spinward colonies have already been destroyed and the
efforts of the armed forces against the vast Dirian forces have been futile.
After enlistment, recruits are rushed to the front for brief training,
followed by trial by fire.  Strapped in an iron shell there are only two
goals....1) Stay alive and 2) Try to accomplish the mission.  In this vast
interstellar war, no one person can make a difference.  Or can they...

OVERVIEW OF PLAY

BACKLASH is a 3D science fiction action/arcade game for DOS.  The player must
defend the mothership from an increasing onslaught of enemy spacecraft, mine
fields, asteroids, drones and other obstacles over a series of missions.  The
rewards from successful missions can be used to upgrade the defense systems
and purchase more powerful weapons.

The game is divided into three campaigns, each consisting of fifteen missions.
Each campaign may be played independently or all three operations can be
played consecutively.

=============
CONFIGURATION
=============

INSTALLATION
------------

---> Floppy & CD-ROM Installation from DOS:

Insert disk #1 or the CD into the drive. Make the floppy or CD drive the
current drive.

        EXAMPLE:  C:\>  A: (where a: is the letter of your drive)

Type INSTALL to run the installation program.

        EXAMPLE:  A:\> INSTALL  

Follow the directions as prompted to install the game.

---> CD-ROM Installation from Windows 95:

Just insert the CD and wait a few moments.  The install program will auto-
matically boot and begin the installation process.  If installation fails
to boot automatically, use the floppy instructions below substituting the
CD's drive letter for the floppy's drive letter.


---> Floppy Installation from Windows 95:

Insert disk #1 into a floppy drive.

Use the Run... prompt in the START menu to run the installation program on
the first disk.

        EXAMPLE:  A:\INSTALL

Follow the directions as prompted to install the game.

To create a shortcut, right click the desktop in Explorer.  Select New,
Shortcut from the menu.  Follow the instructions to create the shortcut.
The target of the shortcut should be BL.EXE in the directory where the game
was installed.

NOTE:  Shareware users should install the full release software over an
existing installation of the shareware version.  Any existing saved games
will be available.


SET UP
------

The installation program will automatically start the set up program upon
completion.  The set up program is used to configure the game to a specific
computer system.  The program may be re-run from the command line by running
SETUP.EXE.

Configuring Sound Cards

Use the set up program to specify the use of a sound card for music and
digital sound effects.  Only 100% compatible SoundBlaster sound cards are
supported.  Refer to the sound card documentation for interrupt settings,
DMA settings and configuring the sound card for SoundBlaster compatibility.

Help for Set Up

The set up program also provides information regarding requirements and the
computer system.  Help is available at any point in the program by pressing
F1.

The BACKLASH game program may be launched from the set up program by
selecting Run BACKLASH.

REQUIREMENTS

BACKLASH is intended for use on MS-DOS, IBM-PC compatible computer systems.
The following elements are required for running the game.

ú 80386 processor
ú 2 MB of RAM with 500k available conventional memory and 750k available
  extended ( XMS ) or expanded ( EMS ) memory
ú Hard disk drive with approximately 9MB available
ú VGA compatible graphics adapter and monitor
ú Microsoft MS-DOS 5.0 or above

The following equipment is recommended for optimal play of BACKLASH.

ú 80486 processor
ú Microsoft compatible mouse
ú Analog Joystick
ú Creative Labs Sound Blaster compatible sound card

80386 users should reduce the detail level to a desirable setting.  The game
will default to maximum detail.  Reducing the detail can greatly enhance play
on older machines.  The detail level setting is available in the options menu
or it can be set during a mission by pressing the F9 key.

QUICK START

The game begins at the docking bay terminal interface.   Start a new game in
the OPERATION BACKLASH campaign by selecting confirm.  Select the OPTIONS
screen and configure the controls for the game.  Calibrate a joystick if one
is to be used.

Select MISSION and review the instructions for the sortie. Experiment with
the other options in the terminal interface.  Click LAUNCH and CONFIRM to
enter the mission.

Once the mothership has completed the launch sequence, press the H key to
view the control help screen.  Press ESCAPE to return to the game.

The first mission is a training mission.  Use the opportunity to become
familiar with the weapons, radar and interface components.  To move on to
the real action, press ALT-F8 to abort the mission.

TERMINAL INTERFACE

Between missions, the game control screen is available via the terminal
interface in the docking bay of the current space station.

The terminal interface is a menu based system.  Use the pointer to select
the desired options.  The pointer can be moved by pressing the arrow keys or
by moving the mouse.  Selections are made by pressing the left mouse button
or by pressing the SPACEBAR.  If an analog joystick has been activated and
calibrated, it may also be used to navigate the menus.  Button #0 on the
joystick is used to make selections.

Selected buttons will light, indicating the current configuration.  Choices
that are not available are marked gray.

SYSTEM

The system menu provides game control and utility functions.

LOAD: Load a previously saved game.  Ten slots for saved games are provided
and each save can be given a short description.  To load a game, click on the
text for the game to be loaded and press confirm.

NEW:  Start a new game.  A new game can begin at the start of any of the
available campaigns.  Credits are awarded based on the starting campaign.

OPERATION BACKLASH	0 CR
OPERATION IRON HORSE	50,000 CR
OPERATION GAMBIT	100,000 CR

New players should start with OPERATION BACKLASH as it is the easiest and
provides an introduction to play.

SAVE:  Saves the current game.  A game may only be saved if one is currently
active.  Saving a game allows play to be restored to the current mission and
upgrade status across sessions.  Each saved game can be assigned a short text
description up to thirty characters in length.  To save a game, select one of
the available ten slots by clicking it with the mouse.  Enter the description
and press ENTER to accept or ESCAPE to cancel.

OPTIONS: The options screen allows configuration of the game.  Sound and
music options may be toggled.  The use of a mouse for control during the
simulation may also be toggled.  In addition, an available joystick can be
activated and calibrated.

The default detail level of the game can be configured within the options
screen.  The detail level should be set based on the speed of the computer
and the desired level of play speed.

DETAIL LEVEL	COMPUTER PROCESSOR
Maximum         486, 33MHz or above
High            486, less than 33MHz
Medium          386DX
Low             386SX

Options are automatically saved when the program is ended.  Settings can also
be changed during the game.

DIFFICULTY:  Three difficulty levels are provided to vary the challenge of
Backlash.
	
DIFFICULTY	DESCRIPTION
Rookie          Easiest level.    Provides a challenge for  starters without
                                  frustrating new players.
Rebel           Medium level.     Most players will find this the best play
                                  experience.
Rampage         Hardest level.    Designed to challenge the best players.  It
                                  just isn't fair !!!

The difficulty level can be changed at any time between missions.  The
default difficulty level is REBEL, but new players may wish to at least start
the game at ROOKIE.  After getting a feel for the mechanics, switch back to
REBEL for more challenging game play.

ABOUT:  Displays version information regarding the software.  The current
patch version of the program is displayed.

EXIT:  End the game and program.

MISSION

The mission menu displays information regarding the upcoming mission and the
results of the previous mission.

ORDERS:  Describes the purpose of the upcoming mission and the methods for
attaining the mission goals.  The orders also provide valuable intelligence
information useful in planning and strategy.

DETAILS:  Summarizes the goals for the upcoming mission and displays the
turret configuration.  Missions are played either from the front turret or
rear turret.  The turret configuration is selected based on the mission
objectives.  Assaults and path clearing missions utilize the front turret.
Defensive missions use the rear turret to protect the mothership from
attackers.

MAPS:  The mapping interface can be used to examine the mission system maps
and the planned flight path.  Key mission elements are highlighted.  The
mapping system operates in two modes.  The sector mode displays the jump
paths and star systems covered by the mission.  The system map shows the
details for a specific system in the mission.  To view the details for a
system, first highlight the desired section by clicking with the mouse.
Press the SYSTEM and SECTOR buttons to toggle between modes.

SUMMARY:  The results of the previous mission can be viewed in the summary
screen.  Goals of the mission are shown in colors indicating the results of
the previous mission.  Failed objectives are shown in red.  Completed
objectives are shown in green.

The credits awarded for the mission are displayed and rated.  

RATING     RESULTS
Failure    One or more critical objectives were not completed or the
           mothership was destroyed.  The game ends.
Poor       Few of the objectives were completed or the player was ineffective
           in destroying the enemy.
Fair       Most or all objectives were completed.  The player was ineffective
           against the enemy.
Good       All objectives were completed and several enemy forces were
           dispatched.
Excellent  All objectives were completed and an exceptional number of enemy
           forces were dispatched.

Credits ( points ) are awarded for accomplishing objectives and destroying
the enemy.  Ratings are based on the number of points awarded for the mission
performance.  As credits are used to upgrade the craft, consistently poor
scoring can cause the player to fall behind in acquiring upgrades and become
unprepared for the increasing challenges in the game.

EQUIPMENT

The equipment menu provides for the purchasing of upgrades and reloading of
missile racks.

Credits awarded during missions may be used to purchase more powerful weapons
and defense systems for the mothership.  In addition, missiles that are used
in the missions must be replenished from the equipment menu.

Purchasing Upgrades

If enough credits are available, click the PURCHASE button.  To move the
selection to another choice, use the NEXT and PREVIOUS buttons.  Upgrades
consist of missile racks or ship systems.  Refer to the UPGRADE chapter in
the reference section for details on each of the available equipment
upgrades.

Reloading Missile Racks

Used missiles need to be replaced.  Select the desired missile rack in the
equipment catalog and use the reload interface to purchase additional
missiles.  Missiles can be purchased one at a time using the SINGLE button or
the rack can be refilled using the FULL button.  A missile rack can hold up
to eight missiles.

LAUNCH

The launch menu provides entry to the next mission.  Click CONFIRM to enter
the mission.

TURRET CONTROL

PRIMARY CONTROL

The primary control of the turret system consists of rotating the turret and
firing weapons.  Turret rotation is similar to a flight control system.
Pushing the stick forward causes the turret to rotate forward, causing the
turret to point down.  Pulling back on the stick causes the turret to rotate
back, pointing the turret up.

Primary control support is available for mouse, joystick and keyboard.
Joystick and mouse control can be toggled in the options menu.  Keyboard
control is always available.

Mouse Control

Moving the mouse changes the orientation of the turret.  The direction in
which the mouse is moved is the simulated motion of the flight stick.  Moving
the mouse forward rotates the turret forward.

The mouse can have two or three buttons. For a two button mouse, the center
button function is not available.

BUTTON	FUNCTION
Left	Fire cannons
Right	Fire missile
Center	Switch target

Mouse control is analog based on the distance the mouse is moved.
Resolution of the mouse driver is inherited from the device driver.  Use the
mouse driver or configuration program supplied with the mouse to adjust the
response.

Joystick Control

Moving the joystick orients the turret.  Up to four buttons are supported.
The number and location of buttons depends on the joystick in use.

BUTTON	FUNCTION
0	Fire cannons
1	Fire missile
2	Switch target
3	Switch weapon

A digital joystick ( i.e.: Gravis GamePad ) may be used, but the turret will
be difficult to control.  Digital joysticks return maximum analog values,
preventing precise control of the turret.

Support for the Gravis Phoenix is provided.  A default configuration file
( BACKLASH.PHX ) is supplied with the full release.  Refer to the comments in
the Phoenix configuration program for information regarding the layout.

Keyboard Control

The keyboard may be used to control the turret orientation.  The keyboard
control uses inertia to allow precision control of the turret with digital
input.

The control buttons are provided as keys.

KEY          FUNCTION
<SPACEBAR>   Fire cannons
<ENTER>      Fire missile
<TAB>        Switch target

CONTROL FUNCTIONS

The control functions provide the interface to the turret systems.  The
function keys F1 to F10 are used as the base interface.  In addition, quick
keys are provided that map to the same functions.

FUNCTION  KEY      KEY FUNCTION
F1        TAB      Switch target
F2         S       Increase shield power
F3         E       Increase weapon energy
F4         W       Switch missile weapon
F5         T       Select tactical display
F6         N       Select navigation display
F7         O       Select objectives display
F8*        A*      Abort mission
F9         D       Increase detail level
F10        C       Toggle crosshair

* Press ALT-F8 to confirm aborting the mission.  Pressing F8 or A will
indicate if it is possible to abort the current mission.

For increasing functions ( i.e.: F2 ), holding the shift key down while
pressing the function key will cause the system to decrease.  Repeatedly
pressing the key will cause it to wrap from maximum to minimum values.

SYSTEM FUNCTIONS

KEY	FUNCTION
H	Display control help
P	Pause game
ESCAPE	End the game

Check the message display for prompts.  When a game is paused, press any key
to return to the game.  When in the help screens, use the spacebar to switch
screens and press escape to return to the game.

SYSTEM OPTIONS

Options may be toggled during the mission.  

KEY	FUNCTION
ALT-M	Toggle music
ALT-S	Toggle sound effects
ALT-B	Toggle background rendering
ALT-D	Toggle debris rendering

Toggling the background and debris can speed the game on slower machines when
the overhead of the mission stresses the system.

TURRET SYSTEMS

Mission play takes place in the gun turret of the system defense craft.  A
variety of systems are provided to the gunner.  Understanding how to use the
controls is critical to achieving the mission objectives.

STATUS DISPLAY

The status display provides complete information regarding the state of the
mothership and the turret systems.

Energy/Shield Display

The turret has a unified energy pool to supply the shields and the weapons.
The gunner can channel the energy to either system, reducing energy allocated
to the complement.

Weapon energy is indicated in blue.  The turret cannons may be fired as long
as weapon energy is available.

Shield energy is shown in green.   Shields absorb the attacks of the enemy.
When shields are depleted, damage to the mothership is absorbed by the armor.

Energy recharges at a constant rate based on the current level of the power
plant.  The total available energy depends on the level of the power cells in
the mothership.  Recharged energy is automatically distributed between
shields and weapons.

Armor Display

The mothership has armor plating to absorb attacks on the mothership.  If all
armor is destroyed, attacks on the mothership will breach the hull, causing
explosive decompression.  This should be avoided!

Unlike shields, armor does not replenish itself.  The armor is repaired or
replaced on the space station between missions.

Speed Indicator

The speed of the mothership is displayed in micro-parsecs per second.  The
mothership's rate of motion is important when leading targets.  The pilot
will adjust the speed when appropriate for mission objectives.

Attitude Indicator

The attitude indicator displays the orientation of the turret with respect to
its available range of motion.  The turret can rotate approximately seventy-
five degrees in any direction from center.

RADAR

The radar uses a projection based system to represent the object locations in
3D space in two dimensions.  The radar projection operates relative to the
turret orientation.  Objects are projected to the radar screen.  The distance
to the object is marked by the color and intensity of the radar blip.  Craft
behind the turret view are marked in red.  Objects in front of the turret are
marked in blue.  The color of the radar blip gets brighter as the object gets
closer to the mothership.

Each dot represents a trackable object in space.  The currently selected
target is marked in the radar with a larger dot.  In addition, the display
window highlights the current target with bounding markers.

Threat Indicator 

Objects that fire at the mothership are detected and marked in green.  This
allows the radar to provide valuable information regarding enemies that pose
the greatest danger to the player.

MULTI-PORT SYSTEM INTERFACE

The right display panel is used to display information as selected by the
gunner.  The MPSI has three modes that are available during a mission.  Refer
to the TURRET CONTROLS, Control Functions for instructions regarding
configuring the MPSI.

Target Display

The active target is displayed with an analysis of the target's status.  The
colors on the display change as the shields and armor of the target are
depleted.  The scanner requires approximately one second for update and
analysis of the active target.  A similar process time is required for
acquiring a new target.

Navigation Display

The schedule flight path for the current system and the position of the
mothership are available for review with the navigation display.  The system
map matches the map provided in the mission instructions.  The position of
the mothership is shown with a blinking blue dot.

Objective Display

Mission objectives are available for review during operations with the
objectives display function of the MPSI.   The objective description is color
coded based on the status of the objective completion.

COLOR	OBJECTIVE STATUS
Yellow	Pending completion
Green	Successfully completed
Red	Failed to complete

WEAPON DISPLAY

The weapon display is the interface to the missile systems.  The red icon
indicates the active missile rack.  The lights along the bottom of the icon
display the available missiles.  A light is green for each available missile
in the active rack.

When a missile is fired, time is required to prepare another missile in the
launcher.  During reload, all available missile lights change to yellow.  The
lights return to green when the next missile is loaded.  Changing the active
missile rack forces a reload of the launcher.

MESSAGE DISPLAY

The message display panel appears at the top of the cockpit.  Important
information from the pilot and the systems are displayed as needed.
Confirmation prompts will also appear in the message display.

UPGRADES

MISSILE RACKS

Tiger Missile
The SD-2707 System Defense Craft is equipped with a single rack of Tiger
missiles.
 
Damage Potential : 	HIGH
Tracking : 		NO
Reload Rate : 		FAST
Rack Cost:		8000 CR
Missile Cost:		100 CR


Stalker Missile
The Stalker missile replaces some of the firepower of the Tiger missile with
an efficient tracking system.  The Stalker closes quickly on its target.
 
Damage Potential:	MEDIUM
Tracking:		YES
Reload Rate:		Slow
Rack Cost:		9000 CR
Missile Cost:		250 CR


Cluster Missile
Releases a spread of warheads upon impact.  The projectiles explode after
displacement, damaging a wide area.  The Cluster missile is designed for
attacking formations.
 
Damage Potential:	SPECIAL
Tracking:		YES
Reload Rate:		VERY SLOW
Rack Cost:		10000 CR
Missile Cost:		400 CR


Spinner Missile
The Spinner missile is a high energy pulse missile combining tracking with a
quicker reload rate.
 
Damage Potential :	LOW
Tracking :		YES
Reload Rate :		MODERATE
Rack Cost :		9000 CR
Missile Cost :		300 CR


Cannons
Cannon upgrades improve the energy converters in the mothership's guns,
thereby improving the damage inflicted by  the same expended energy.
        
Power Cells
Power cells increase the energy storage capacity for the turret.  The energy
is available for use by the cannons and the shields.
 
Power Plant
Power plant upgrades increase the rate of energy restoration.  The energy
supply recharges to the maximum capacity of the power cells.

Armor
Increases the armor plating on the mothership's hull, allowing the craft to
sustain more damage before a hull breach destroys the ship.


PLAYING TIPS

TURRET SYSTEMS

Cannons : Concentrate on ships moving at the turret.  Avoid chasing ships
that have broken off and are difficult to hit.  Wait for a good shot and fire
short bursts.  The chance to hit will be greater and the additional fire may
catch the evading craft.

Radar : Use the threat indicator ( green ) to select targets.  Enemy ships
that have a shot at the mothership are on attack runs and are generally good
targets for the turret.  To find a target with the radar, rotate the turret
until the radar dot is centered on the gray marker.

Energy/Shields : To redistribute the energy evenly based on the settings, hit
F2 or F3 three times.  Changing the shield or energy settings divides all
available energy according to the new settings.  Three changes will
redistribute the energy and return the settings to their current state.

MISSIONS

Asteroid Fields : Learn to use the images to determine the size of the
asteroids.  Each asteroid type has a different size and velocity.
Recognizing the asteroid type allows leading the target according to its
speed.  Asteroid impacts do significant damage.  Don't stray too far from
center to get the best view of asteroids that might hit the mothership.

Mine Fields : Boost the shields to maximum power to handle the inevitable
hit of mines.  Don't waste time chasing mines that won't hit the mothership.
As with asteroids, keep the turret centered to get the best view of oncoming
targets.

Communication Networks :  Patience is important.  Use the radar to find the
closest nodes and eliminate them first.  Closer nodes have a better chance of
hitting the mothership and are easier to hit themselves.  The fewer nodes
firing at the mothership the better.  When pulling away from an enabled net,
targeting missiles can be used to destroy another node.  Otherwise, don't
waste time switching targets.

Bombers : The top priority is destroying the incoming missiles.  Uses cannon
fire to force the bombers to abort their runs.  Fire larger bursts against
bombers as their slow speed and large size makes it difficult for them to
evade attacks.  Hammer close bombers with Tiger missiles and finish them as
they break off.

Docking Missions :  The docking shuttles are extremely vulnerable to attack.
Use missiles to thin out the opposition during docking sequences.  Be careful
to avoid hitting the shuttle with friendly fire.  Use the objectives display
to monitor the status of the docking sequence.

Assault Missions :  Dirian cruisers and bases fire slow moving but deadly
missiles.  Don't forget about them when chasing support craft.  Use the ships
cannons to hammer the target along with Tiger missiles.  The Tiger missiles
have a very long range and the large targets are easy to hit.  Don't waste
targeting missiles on bases or cruisers.  Use the targeting missiles to
suppress the fighters.  Repeatedly dump the shield power to the guns to
maintain firing on the target to finish it off.


UPGRADES

The Best Upgrades : Cannon upgrades are critical for taking on the larger
ships.  In addition, upgraded cannons can make quick work of the smaller
fighters.  The power plant is another key upgrade.

Missiles :  Be wary of purchasing too many missile racks too early.  Firing
missiles uses up valuable credits that can delay other upgrades. Missiles
that aren't used don't help either.  Buy a rack of smart missiles ( Stalkers
or Spinners ) early to cover the panic situations, but spend other credits on
level 1 systems.  Use missiles when the situation gets out of control.  Don't
use missiles on ships that could easily be dispatched with cannons.


INTELLIGENCE DATA

DIRIAN FIGHTERS AND SMALL CRAFT

Light Fighter: The Invader is the primary Dirian attack ship.  It is used for
a variety of patrol and attack missions.
Speed: High				Maneuverability: High
Missile Payload: None			Defenses: Low

Medium Fighter:  The Batmobile is a solid improvement of the Invader.  It can
withstand multiple attacks from the cannons.
Speed: Medium				Maneuverability: Medium
Missile Payload: None			Defenses: Medium

Heavy Fighter:  The Avenger sacrifices agility for increased defenses and a
missile rack.
Speed: Low				Maneuverability: Low
Missile Payload: 2			Defenses: High

Bomber:  The Bomber is the primary Dirian assault craft.  The combination of
defenses and large missile payload make it very dangerous.
Speed: Very Low			Maneuverability: Very Low
Missile Payload: 4			Defenses: Very High

Assault Scout:  The Assault Scout combines the best of all Dirian tech-
nologies, making it the most well rounded opponent.
Speed: High				Maneuverability: High
Missile Payload: 1			Defenses: High

Interceptor:  The weak Dragonfly is dangerous in numbers and its primary
defense is its speed and maneuverability.
Speed: Very High			Maneuverability: Very High
Missile Payload: None			Defenses: Very Low

Command Shuttle:  The Command Shuttle is well defended and protects itself
with its small missile rack.
Speed: Low				Maneuverability: Medium
Missile Payload: 3			Defenses: High


SAVE GAME EDITOR

The program, BLEDIT.EXE, is provided to allow the player to edit saved
BACKLASH games.  It allows the player to select any mission, in any of the
three campaigns.  The number of credits available for purchasing upgrades may
also be set within this program.

RUNNING BLEDIT.EXE

BLEDIT is a DOS program with an interface similar to the game configuration
program.

DOS: From the command line, go to the directory where BACKLASH has been
installed ( the default is C:\BACKLASH ).

WINDOWS 95: From the Start menu, select Run.  Click the Browse button in the
Run dialog.  Use the Explorer browse window to select the directory where
BACKLASH has been installed ( the default is C:\BACKLASH ).  Select the
BLEDIT entry in the window.  Click  OK to make the selection in the browser
and OK again to execute the program from the Run dialog.

USING BLEDIT.EXE

Select the save game slot ( from 1 to 10 ) to change.  Any information
currently in this slot will be lost.  Press Enter to make the selection.
Select the desired operation and mission.  Enter the number of credits to be
provided in the game.

The initial values presented in the menus represent the current values stored
in the saved game.  The current status of upgrades is not changed by the
program nor is the difficulty level.

The description of the saved game is changed to represent the campaign and
mission selected for the save game.  The saved game description is in the
following format:

        BLEDIT Cx Myy     (where:  x = Campaign, yy = Mission)

The numbers for campaign and mission are zero based:

	C0 = Operation BACKLASH
	C1 = Operation Iron Horse
	C2 = Operation Gambit

The mission number will range from 0 to 14, representing missions 1 to 15 in
the campaign.


TECHNICAL SUPPORT

TROUBLESHOOTING

Refer to the read.me file, accessible through the setup program, for a list
of outstanding problems and tips.

Most problems fall into one of two categories : memory problems, sound card
problems.

Memory requirements for BACKLASH can be met by making more memory available
in DOS by removing unneeded terminate and stay resident utilities ( TSRs )
and device drivers.  Refer to the DOS manual for details on making more
memory available.  Microsoft Windows 95 users can adjust the program settings
by using the Properties option in the application's system menu.

Sound card problems can be difficult to debug.  The READ.ME file contains a
list of symptoms and solutions for correcting sound card configurations.

GETTING SUPPORT

Support for BACKLASH is available through electronic mail.  Please provide a
return e-mail address on all electronic submissions.  We welcome feature
requests and recommendations.

Support inquiries should be directed to :

Beaucomm Interactive
Telephone:  509-664-1821 (available 8:00 am to 4:00 pm PST)
Internet:   support@beaucomm.com


=======
CREDITS
=======

BACKLASH Assault on Omicron Station is the product of:

Sanctuary Software Studio, Inc.

and is published worldwide by:

Beaucomm Interactive, Inc.
A Madacy Entertainment Company

--------------------------------
Game Design
Sanctuary Software Studio, Inc.

Software
Michael Terry

Graphics and Animation
Tony Fienman

Mission Design
Brian Simonton

Sound and Music
Brian Simonton

Product Management
Stacey Simonton

BACKLASH would not have been possible without:  Ken Kuhlmann, Robert Terry,
Jim Haffner, Amy Masters, Devin Dellaganese, Randall Jarrell, Gold Medallion,
FormGen.


LIMITED WARRANTY

1.	Sanctuary Software Studio, Inc. has provided this computer software
        "AS IS" and makes no warranty as to the software program. Sanctuary
        Software Studio, Inc. disclaims all warranties, express or implied,
        including but not limited to the implied warranties of merchant-
        ability and fitness for a particular purpose, related to this
        software program, its use or any inability to use it and the results
        of its use. the user of this computer software assumes all risks and
        responsibilities for any damage, real or imagined, as a result of the
        installation and/or use of this computer software.

2.      In no case shall Sanctuary Software Studio, Inc. be held liable for
        direct, indirect or incidental damages resulting from any defect or
        omission in the software program, written materials or other written
        items and processes, including but not limited to any interruption of
        service, loss of business, anticipated profit, any consequential or
        other inconsequential damages.

3.	Some states do not allow the exclusion of implied warranties, so the
        above exclusion(s) may not apply to you. You may also have other
        rights which vary from state to state.

4.	Any warranty rights that one may or may not have in this software
        program do not apply if you make any unauthorized attempt to modify
        or duplicate this software program, if this program has been damaged
        by accident or abuse or if you are not a validly registered purchaser
        of this software program.




SANCTUARY SOFTWARE STUDIO, INC.  LICENSE

CAREFULLY READ THE TERMS AND CONDITIONS BEFORE USE AND INSTALLATION OF THIS
COMPUTER SOFTWARE. USE AND INSTALLATION OF THIS PRODUCT KNOWN AS
"BACKLASH - A GUNNER TURRET SIMULATION" ACTS AS ACCEPTANCE OF THE TERMS AND
CONDITIONS HEREIN.

1.  Sanctuary Software Studio grants the purchaser of the software program
known as "BACKLASH - A TURRET GUNNER SIMULATION"  the right to use one (1)
copy of the software program on a single computer.  This right does NOT
permit the purchaser to : (1) rent, lease, sublease or distribute the
software program, (2) reverse-engineer, decompile, disassemble, or otherwise
modify the software program in any shape, manner and/or form, (3) copy the
software program except to make a single copy for archival purposes or to
transfer to hard disk, (4) upload the software program to any network of any
form and substance, this includes but is not limited to commercial and
non-commercial networks as well as  any other form of cyberspace connection.

2.	The enclosed software program and all written materials are owned by
Sanctuary Software Studio, Inc. and are protected by United States copyright
laws and international treaty provisions and laws.  The purchaser may NOT
copy any of the written materials.  The purchaser of this product may sell or
transfer the software program and accompanying materials on a permanent basis
provided that no copies are retained and the recipient of this software
program agrees to the terms of this license.
	
3.	The terms of this license apply to any and all copies of the enclosed
software program as well as to any copies of the enclosed software program
that may be provided to you on other media.

4. 	Sanctuary Software Studio, Inc. reserves all rights to prosecute any
breach of this license as a violation of copyright in accordance with
applicable law.  Sanctuary Software Studio, Inc. further reserves all rights
to pursue all causes of action and remedies available under all applicable
United States laws and international treaties and laws for any and all
violations of Sanctuary Software Studio, Inc.'s rights in this software
program as well as any and all violations of this license.

5.	Sanctuary Software Studio, Inc. owns all rights, title and interest
including but not limited to copyright, trade secrets and patent in this
software program.

BACKLASH (c) copyright 1995 Sanctuary Software Studio, Inc.  Used under
authorization.  All rights reserved.  All other copyrights and trademarks are
the property of their respective owners. Sanctuary Software Studio, Inc.
Published by Beaucomm Interactive / 327 E Penny Road / Suites E & F /
Wenatchee, WA  98801 / 509-662-3281

