HDTenEightyP/NetNews huggingface dataset:
From: tmorris@bruny.cc.utas.edu.au (Tim Morris)
Subject: sf2ibm.zip UPLOADED to ftp.ulowell.edu
Organization: University of Tasmania, Australia.
Date: Mon, 21 Dec 1992 05:07:39 GMT

I've uploaded the following two files to ftp.ulowell.edu:

  SF2IBM.ZIP
  SF2IBM2.EXE

These are in the /pub directory.  You can't see them, but they're there.
The first file is the old version of SF2 clone (ie. Guile and Ryu only).
The second file is a patch that gives the other characters different
abilitis, and was posted to this group a month or two ago.

I DON'T have these files anymore, so please don't ask me for them.

If someone has the SF2NEW.ZIP, then how about uploading it to the same
place?  Nothing lasts at wustl...

--
Tim Morris
From: robs@hardy.u.washington.edu (Robert Suh)
Subject: Re: What's wrong with Honda?
Organization: University of Washington, Seattle
Date: Wed, 23 Dec 1992 21:40:26 GMT

In article <1992Dec23.195401.5072@sj.nec.com> bigdave@tdd.sj.nec.com writes:
>
>On a related note, Mr. Freeman mentioned that Ryu's fireball/roundhouse sweep
>pattern works on Blanka.  I got absolutely demolished by a guy doing that
>last night.  In the past, I've always been able to counter it, mainly by
>varying my distances.  (Either I'd jump in out of range of his sweep and 
>sweep him after he misses or jump in close enough to hit from the air.)
>But this guy just killed me with it--I couldn't counter it more than 20% of
>the time.  I just figured I needed more practice.  What's the verdict on this
>one, anyway?  Can it not be countered, or am I just fucking up?

Hit Fierce right before you land.  It works like a charm.  Mix it up
with Forward, since that seems to be less suceptible to Ryu/Ken's rounchouse,
since it stays out longer.


		Rob

Hit FIERCE rig
From: epasls@kuhub.cc.ukans.edu
Newsgroups: alt.games.sf2
Subject: Re: Dhalsims teleport
Date: 27 Dec 92 17:22:09 CST
Organization: University of Kansas Academic Computing Services

    

          Doug,Doug,Doug
            Dhalsims teleport is just a dragon-punch with any 
            combination of buttons. YOU STUPID IDIOT!!!

                                       will
                      (or the greatest chun-li player in the world)                     
                                                                                                                                                                                                           
Newsgroups: alt.games.sf2
From: jbw@ponder.csci.unt.edu (WEST JASON BRUCE)
Subject: Re: Turbo CE - "Secret message" [fact]
Organization: University of North Texas, Denton
Date: Fri, 25 Dec 1992 07:42:20 GMT

>epasls@kuhub.cc.ukans.edu writes:
>
>>In article <1992Dec22.124912.1956@mercury.unt.edu>, jbw@ponder.csci.unt.edu (WEST JASON BRUCE) writes:
>>>     Let me specify the version of turbo I'm talking about:
>>> 
>>> Player button changes characters on the fly.  Sagat can put multiple missles
>>> on screen.  Chun throws fireballs and lightning kicks at same time.  HKs
>>> fly across screen at mach 10.  That should be enough.
>
>
>>>     Sagat has some sort of reset on this version - so I was forced to stop
>>> practicing my parymid of death.  I constantly would reset the game, everytime
>>> seeing a cool message (and losing money).  I eventually got this out of it...
>>> 
>
>>I havent done the reset on ours.
>
>>> 
>>>     "This game to played in blah blah blah blah.  Not to be played in the
>>>      United States, Canada, Japan, or ?????.  blah blah blah.
>>> 
>>>      Any people violating this will be prosecuted to the fullest extent 
>>>      of the law blah blah.  Copyright infrindment blah blah. Fines blah blah.
>>>      Jail term blah blah. "
>>> 
>
>>Your a stupid fuck, this message is on ALL sf2's.  Just find a normal
>>one and turn it off and an and compare the messages word for word.
>>You obviously didn't even quote correctly, bbecause the us versions
>>will say 'only to be played in us, canada, ...' and the japanese versions
>>(never seen one) would say 'only to be played in japan,...' maybbe in
>>japanese.  Also, if this was illegal, do you think the hackers would
>>have deliberately inserted a warning messages.

    Why don't YOU listen, you stupid fuck.  If you read, it says NOT to be
played in the US, etc.  Therefore, it would NOT be a US version.  Your statement
of "hey idiot, legal machines say blah blah blah" is rediculous.
    Why don't you open your ears and eyes and shut your fucking mouth.  God
people like you really piss me off -- so stupid yet so loud.  

'Fuck off

                                                      - Jason


Newsgroups: alt.games.sf2
From: chungn@fraser.sfu.ca (Chung Yin Perry Ng)
Subject: Does anyone still have Violent Fighter?
Organization: Simon Fraser University, Burnaby, B.C., Canada
Date: Sun, 27 Dec 1992 07:04:06 GMT

Sorry for bothering you guys. But is anyone out there still has Violent Fighter?Can he/she kindly post it on some ftp site or send me via e-mail (encoded)? 
Needed desperately. Thanks a thousand times!!!!

Perry Ng

chungn@sfu.ca

Newsgroups: alt.games.sf2
From: tmorris@bruny.cc.utas.edu.au (Tim Morris)
Subject: Re: Let's play Smash the Lexus
Organization: University of Tasmania, Australia.
Date: Mon, 21 Dec 1992 17:22:46 GMT

el27166@uxa.cso.uiuc.edu (This Space for Rent) writes:

>tmorris@bruny.cc.utas.edu.au (Tim Morris) writes:

>[See the Subject title]

>>Ken (17 seconds):

>>  I use two jab DP's to destroy each corner, then crouching fierce 
>>interrupted by jab dragon (two hits) to destroy the car from the right
>>hand side (assuming I'm player 1).  

>Same, but I use a roundhouse sweep interrupted by a jab dragon to finish
>off the car because it looks better :)

I've received mail in response to another article from someone claiming 
that they've seen the car demolished with "27 seconds still on the clock" by 
Ken's "Triple Dragon Punch" (tm).  Alas, I'm still waiting on the precise 
moves for this elusive manouvre.  So to the mailor - and she knows who she 
is! - how 'bout some mail, huh?

--
Tim Morris
From: epasls@kuhub.cc.ukans.edu
Newsgroups: alt.games.sf2
Subject: <None>
Date: 26 Dec 92 13:33:15 CST
Organization: University of Kansas Academic Computing Services

hjglllolrhrtj
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rstjrasjhstr
jhsrdtjhrstju
rtsjutrsjusrh
rshrtjrtsjsjsjrsjsujrtjhtyjdgj
sfgjdfyjtdyjzdfjhlhjmxfgnjmxzftjh.pi[}P{iut itr
wrbywryumu9iiop.p
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Newsgroups: alt.games.sf2
From: jbw@ponder.csci.unt.edu (WEST JASON BRUCE)
Subject: The cheapness of Bison (was Re: Ken's 4-Hit Touch of Death)
Organization: University of North Texas, Denton
Date: Wed, 23 Dec 1992 23:47:11 GMT

There is way too much confusion and crap going on in this old thread.
So in my response I will try to be clear, short, and start over.

Newbie v Newbie:

   We have 2 newbies - neither understand position or any of the finer points
of the game.  Bison has his torpedo down - and knows no other special moves
exist.  Ken has his fireball down - and knows no other special moves exist.
Who will win in this hypothetical situation?
   If the Ken is taught in 5 minutes how to tick (short, throw - short short
,throw) I think he will win after about 10 losses.  Ken can simply fireball
roundhouse kick any Bison who jumps fireballs.  He will quickly learn to
jump torpedoes.  And once Ken gets in on Bison, Bison will lose the match.
A newbie Bison will have no shot at reversing ken's tick.  Since Bison is
a newbie, Ken will have a good shot at jumping in on Bison and roundhousing.
Our Bison can't time the torpedo so the tail hits the landning Ken.

Master v Master:

   No problem.  This is the real problem with Bison - he sucks as a character.
Bison plateus VERY early.  After his basic ticks and defense are learned, he's
a done deal.  His incredibly long hang time make him a sitting duck for Ken's
DP.  His torpedo is nullified by a master Ken's fireballs and DPs.  His scizzor
kick sets Bison up for a slaughter.  A master Bison quickly decides to learn a
new character - and laughs at people who call Bison powerful.

The side question of "who's moves are harder':

   I'm glad you could sonic boom at 75% after your 2nd day of ever touching an
SFII machine.  I can't reall talk about myself, because when I started playing
nobody knew the moves (atleast nobody I knew).  But I can say this, I saw
somebody doing the "super punch thing" one day - and asked how.  He replied
"its like pushing forward, then a real quick fireball".  By the end of the
night I could do it when I "though about it".  It wasn't near second nature -
but I could do it.  So I'd say it's about the same.
   The charging time involved in ALL Bison's moves makes up for the time our
newbie Ken needs to "think".  A better example would be King Guile.  A newbie
Guile who knows razor kick can sit crouched and beat all Bison's moves, period.
It will get his scizzor kick, torpedo, head stomp - and the guy doesn't need to
know anything.
Newsgroups: alt.games.sf2
From: tmorris@bruny.cc.utas.edu.au (Tim Morris)
Subject: Re: * sf2new.zip now available via FTP *
Organization: University of Tasmania, Australia.
Date: Wed, 23 Dec 1992 09:25:19 GMT

epasls@kuhub.cc.ukans.edu writes:

>Hey guys,

>Someone posted a few days ago about sf2new.zip which
>is supposedly just like sf2ibm.zip except you can
>also play blanka, also its supposed to be gennerally
>better.  Anyway, the guy who posted said he put it
>on wuarchive and atbmac1.larc.nasa.gov, well when I got
>that post(2 hours after it was posted) they had already
>deleted it off of wuarchive 

I personally got it off atbmac1, but a friend of mine
said they've moved it from the MSDOS_UPLOADS directory into
one of the demo directories at wuarchive.

--
Tim Morris
From: jbw@ponder.csci.unt.edu (WEST JASON BRUCE)
Newsgroups: alt.games.sf2
Subject: Re: Good of ticking [please read]
Date: 29 Dec 92 23:07:24 GMT
Distribution: usa
Organization: University of North Texas, Denton

In article <1992Dec29.070851.7175@ils.nwu.edu> marine@ils.nwu.edu (Colette Marine) writes:
>I'm a manager of an arcade in Northbrook (a Chicago suburb), and as far as I
>know, there are no "rules" governing play of SF2 here.  How would you enforce
>them, anyway?  Have a friend get an attendant and say, "See, this guy's playing
>'cheaply'--oh, you don't know what that means?  Well, you see...."
>
>Anyway, I've run into problems with Ken/Ryu and Vega players who roundhouse
>sweep you as you get up, knocking you down again.  All the while, I'm holding
>the joystick in defensive crouch, to no avail.  Is there any way to get out of
>this, short of real-life violence?
>
>Jared D. Brame
>
>

     Get your joysticks fixed ;)

Ciao...


                                                      - Jason
From: epasls@kuhub.cc.ukans.edu
Newsgroups: alt.games.sf2
Subject: Flamers are assholes!
Date: 3 Jan 93 19:02:48 GMT
Organization: University of Kansas Academic Computing Services

Jesus Christ? Take this game too seriously? Maybe a tad? OOh Flame me! I'm
scared. I mean, Oh no! Some guy ticked me. I hate you. [Drop in another
From: willson@seas.gwu.edu (Stephen R. Willson)
Subject: Re: Serious Bug fix....
Organization: George Washington University
Date: Thu, 24 Dec 1992 03:07:14 GMT

In article <1992Dec23.090520.17470@hemlock.cray.com> ddickey@aspen34.cray.com (Dan A. Dickey) writes:

>P.S. - Now...if someone could just get around to modifying the
>build command to handle something like 'build 200 p 0,0' !!

Our God :) Seeker must have because I never would have been able to build
the hundreds of pods I did.   It works like:

b p locx,loxy quantity

It has really scary implications... :)
-- 
-----------------------+-------------------------------------------------------
 Stephen R. Willson    | A fitting end to a screwy campaign year...
 willson@seas.gwu.edu  | Here to swear in the President of the United States,
 (202) 395-4922        | Larry King!                         -The Miami Herald
From: deragon@JETHRO.CS.NYU.EDU (John Deragon)
Newsgroups: alt.games.gb
Subject: SEND GAME INFO
Date: 21 Dec 1992 14:09:37 -0600
Organization: UTexas Mail-to-News Gateway
NNTP-Posting-Host: cs.utexas.edu



	Due to a bug in the elm filter program, when you if you tried to
request the game_info.h file from the mail server it would choke.

	If you want the game_info.h file to make your race for the new game,
please try it again with the subject "SEND GAME INFO"

	Thanks...
		Seeker.
-- 



-----
John Deragon		   deragon@cs.nyu.edu | deragon@jethro.cs.nyu.edu
-----
Space is big.  You just won't believe how vastly, hugely, mind-bogglingly
big it is.   I mean, you  may think it's a long  way down the road to the 
drug store, but that's just peanuts to space.
-- "The Hitchhiker's Guide to the Galaxy"
From: darren@sol.acs.unt.edu (Darren Paul Loher)
Subject: Re: Serious Bug fix....
Organization: University of North Texas
Date: Thu, 24 Dec 1992 00:31:45 GMT

ddickey@aspen34.cray.com (Dan A. Dickey) writes:

>P.S. - Now...if someone could just get around to modifying the
>build command to handle something like 'build 200 p 0,0' !!
>-- 
>---------
>Dan A. Dickey      ddickey@cray.com

Macros my man.... macros and the repeat command....
From: cfodor@sdcc13.ucsd.edu (Hi.)
Newsgroups: alt.games.gb
Subject: Re: Serious bug fix & GBDT/FAF
Date: 25 Dec 92 02:56:18 GMT
Organization: University of California, San Diego

In article <1992Dec24.233506.28199@nwnexus.WA.COM> ninja@halcyon.com (Jonathan Roy) writes:

> [Blab blab blab]

Big mouth.

Sheesh.

Slap slap slap pause slap.

Chris
Newsgroups: alt.games.gb
From: ninja@halcyon.com (Jonathan Roy)
Subject: Re: Serious Bug fix....
Organization: The 23:00 News and Mail Service
Date: Wed, 23 Dec 1992 17:13:48 GMT

 - Take that stuff out and you really have something that stinks :)
 - With my code you can do 'load p fc' as opposed to loading 1000 pods
 - by hand. Give me a break please :)
 
Yes, that is pretty cool, but I never knew you could load multiple
items at once. There should be a doc file someplace that lists new
improvements in each upgrade. :)

Now, just gotta smash that horde of bugs...


-- 
  F F  Jonathan Roy, of the Free Access Foundation    Email: ninja@halcyon.com
   A   Mail faf@halcyon.com for information, or FTP to halcyon.com:  /pub/faf/
  F F  Valheru, of the Galactic Bloodshed Development Team      GEnie: J.ROY18
 "Everything that has transpired has done so according to my design." - _RotJ_
From: deragon@JETHRO.CS.NYU.EDU (John Deragon)
Newsgroups: alt.games.gb
Subject: Re: Serious bug fix
Date: 24 Dec 1992 15:51:32 -0600
Organization: UTexas Mail-to-News Gateway
NNTP-Posting-Host: cs.utexas.edu


	I think the one of the problems we are encountering now is
where the servers capabilities end, and the client capability starts.
There surely is a separation between the two, but the line is so
fine, it is hard to see.


	Sure, we can take the approach now that you be redundant and put 
flavors of each in the client and server, but why try to duplicate things
in the server that can be done in the client?  For bandwidth?  I think not.

	Maybe in a few months when GB is at a state of stability, then people
can start tuning GB for performance, and it can become an issue, but now, 
performance is far to much to ask.   All people are asking for now is a
server than can handle a game from start to finish.

	I agree with feep in that why should things in the client be replicated
in the server?  Almost *every* player I know uses a client.  What if people
have a machine the doesnt support the client?  Well, as they say, necessity 
is the mother of invention.	

	
	Cheers...
	Seeker
-- 



-----
John Deragon		   deragon@cs.nyu.edu | deragon@jethro.cs.nyu.edu
-----
Space is big.  You just won't believe how vastly, hugely, mind-bogglingly
big it is.   I mean, you  may think it's a long  way down the road to the 
drug store, but that's just peanuts to space.
-- "The Hitchhiker's Guide to the Galaxy"



-- 



-----
John Deragon		   deragon@cs.nyu.edu | deragon@jethro.cs.nyu.edu
-----
Space is big.  You just won't believe how vastly, hugely, mind-bogglingly
big it is.   I mean, you  may think it's a long  way down the road to the 
drug store, but that's just peanuts to space.
-- "The Hitchhiker's Guide to the Galaxy"

Newsgroups: alt.games.gb
From: ninja@halcyon.com (Jonathan Roy)
Subject: Re: Serious Bug fix....
Organization: The 23:00 News and Mail Service
Date: Tue, 22 Dec 1992 18:43:22 GMT

 - Thanks for Valheru (ninja@halcyon.com) for pointing this one out

Sure thing. :) Since I can't code, yet, reporting bugs is the best
I can do. :D

Great job on your coding so far! We'll stir up new interest yet!

-- 
  F F  Jonathan Roy, Vice President, Free Access Foundation.    GEnie: J.ROY18
   A   Mail faf@halcyon.com for information, or FTP to halcyon.com:  /pub/faf/
  F F  "A server is a terrible thing to waste."    Internet: ninja@halcyon.com
 "Everything that has transpired has done so according to my design." - _RotJ_
From: vancleef@ohstpy.mps.ohio-state.edu
Newsgroups: alt.games.gb
Subject: Re: Serious Bug fix....
Date: 23 Dec 92 03:57:14 EST
Organization: The Ohio State University, Department of Physics

In article <1992Dec22.184322.8933@nwnexus.WA.COM>, ninja@halcyon.com (Jonathan Roy) writes:
>  - Thanks for Valheru (ninja@halcyon.com) for pointing this one out
> 
> Sure thing. :) Since I can't code, yet, reporting bugs is the best
> I can do. :D
> 
> Great job on your coding so far! We'll stir up new interest yet!
> 
> -- 
>   F F  Jonathan Roy, Vice President, Free Access Foundation.    GEnie: J.ROY18
>    A   Mail faf@halcyon.com for information, or FTP to halcyon.com:  /pub/faf/
>   F F  "A server is a terrible thing to waste."    Internet: ninja@halcyon.com
>  "Everything that has transpired has done so according to my design." - _RotJ_

I thought that the way I did the do_shiplist() and inlist() stuff was pretty
slick! It allowed the programmer to put in stuff like 'rep CDes' or 
'stock cd #1234' etc.

Take that stuff out and you really have something that stinks :) With my
code you can do 'load p fc' as opposed to loading 1000 pods by hand. Give me
a break please :)

-Garrett
From: vancleef@ohstpy.mps.ohio-state.edu
Newsgroups: alt.games.gb
Subject: Surface temperatures...
Date: 27 Dec 92 05:27:25 EST
Organization: The Ohio State University, Department of Physics

The greenhouse effect is modeled in X , since it contains the absorption
                                     g
information of the atmosphere. As Xg increases, so does the surface
temperature. It might be  good idea to make the g's work on Xg (or e :) and
the dust canisters effect the planet's albedo (cloud cover and similar
effects).

-Garrett
From: vancleef@ohstpy.mps.ohio-state.edu
Newsgroups: alt.games.gb
Subject: Surface temperatures
Date: 27 Dec 92 04:26:59 EST
Organization: The Ohio State University, Department of Physics

I have spent some time thinking on how to make decent approximations to
surface temperatures of planets based on the incident solar power,
planetary albedo and optical depths of the enveloping atmospheres.

Here are some useful approximations for a future version of the game
(I don't have the resources any more so it looks like Deregon is next
in line :)...


Newsgroups: alt.games.gb
From: Petri.Wessman@hut.fi (Petri Wessman)
Subject: Re: Serious Bug fix....
Reply-To: Petri.Wessman@hut.fi
Organization: La Gata Encantada
	<1992Dec23.090129.17213@hemlock.cray.com>
	<1992Dec23.090520.17470@hemlock.cray.com>
	<1992Dec23.172334.19507@nwnexus.WA.COM>
Date: 26 Dec 92 01:56:48

On Wed, 23 Dec 1992 17:23:34 GMT, ninja@halcyon.com (Jonathan Roy) said:

>  - P.S. - Now...if someone could just get around to modifying the build
>  - command to handle something like 'build 200 p 0,0' !!

Jonathan> You mean,
Jonathan> repeat 200 build p 0,0

Jonathan> THere's no need to add something to the server that the
Jonathan> client already does.

...except that in the case above, the client would generate 200
separate command lines and send them to the server, which would have
to parse them all. This costs both in net bandwidth and server
response. It would be a lot faster to have the server do it , and
coding something like that shouldn't be much of a task, especially if
the "repeat" feature was a standard part of the syntax that all (or
almost all) other commands could utilize (don't know about the last
part, I haven't looked at GB server code in ages).

//Petri
Newsgroups: alt.games.gb
From: ninja@halcyon.com (Jonathan Roy)
Subject: Re: Serious Bug fix....
Organization: The 23:00 News and Mail Service
Date: Wed, 23 Dec 1992 17:17:12 GMT

 - Without it, metas would be unplayable.

Of come now. You know that isn't true. Nearly everyone there is
using gbII, and it's easy to just go:

repeat 100 /bup 1,1 1 /Deststar

or build a ton of pods and,

for x 200,300 load ${x} f

HAP doesn't have the new abstract loading/ordering commands, and mesos
have been playable there for years. THey've even won a few times.

-- 
  F F  Jonathan Roy, of the Free Access Foundation    Email: ninja@halcyon.com
   A   Mail faf@halcyon.com for information, or FTP to halcyon.com:  /pub/faf/
  F F  Valheru, of the Galactic Bloodshed Development Team      GEnie: J.ROY18
 "Everything that has transpired has done so according to my design." - _RotJ_
Newsgroups: alt.games.gb
From: ddickey@aspen34.cray.com (Dan A. Dickey)
Subject: Re: Serious Bug fix....
Originator: ddickey@aspen34
Organization: Cray Research, Inc.
Date: 23 Dec 92 09:05:19 CST


In article <1992Dec23.090129.17213@hemlock.cray.com> I wrote:
> In article <15215.2b37e39a@ohstpy.mps.ohio-state.edu>, vancleef@ohstpy.mps.ohio-state.edu writes:
> > I thought that the way I did the do_shiplist() and inlist() stuff was pretty
> > slick! It allowed the programmer to put in stuff like 'rep CDes' or 
> > 'stock cd #1234' etc.
> > 
> > Take that stuff out and you really have something that stinks :) With my
> > code you can do 'load p fc' as opposed to loading 1000 pods by hand. Give me
> > a break please :)
> > 
> > -Garrett
> 
> The 'load p c' vs. hundreds of 'load #xyz c' is a fantastic
> improvement.  Without it, metas would be unplayable.
> (Unless of course, you have some "smart" interface that will handle
>  it all for you).
> In either case, it was a huge win when it appeared...

P.S. - Now...if someone could just get around to modifying the
build command to handle something like 'build 200 p 0,0' !!
-- 
---------
Dan A. Dickey      ddickey@cray.com
From: deragon@JETHRO.CS.NYU.EDU (John Deragon)
Newsgroups: alt.games.gb
Subject: Re: in_list
Date: 23 Dec 1992 14:01:37 -0600
Organization: UTexas Mail-to-News Gateway
NNTP-Posting-Host: cs.utexas.edu




	I wasn't going to remove the funcionality of the in_list, and do_shiplist
functions, I was just going to clean them up abit.  The idea itself is
sound, and works pretty well, it just needs some tweaking.

	Dont get me wrong Garrett, I am not bashing you, I think you have done
a fine job getting GB to the point where it is, but there are some things
that have been wrong for along time, that have not been fixed.  The database
itself, right now gets corrupted quite frequently, and makes playing the
game quite painfull, and frustrating for everyone.

	To be honest, I was kinda upset when I saw how the code was made
"ANSI"-"POSIX" compliant, when it had all these structural problems.
It is just kinda allowing the program to crash on other machines. *wink*

	Overall, GB is in pretty good shape, but there are lots of little
bugs here and there, and lots of work to be done in the DB.  I am right
now playing around with new DB designs, and have a new ship database in
play right now.  I am very  pleased with the results, and am currently
looking into the star and planet databases.

	If you want to see how its coded Garrett, drop me a line.

		
-- 



-----
John Deragon		   deragon@cs.nyu.edu | deragon@jethro.cs.nyu.edu
-----
Space is big.  You just won't believe how vastly, hugely, mind-bogglingly
big it is.   I mean, you  may think it's a long  way down the road to the 
drug store, but that's just peanuts to space.
-- "The Hitchhiker's Guide to the Galaxy"