(Topic ID: 72252)

Club Spidey (Spider-Man) - Members and guests welcome

By TimeBandit

10 years ago


Topic Heartbeat

Topic Stats

  • 2,516 posts
  • 333 Pinsiders participating
  • Latest reply 25 days ago by Enron64
  • Topic is favorited by 127 Pinsiders

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“Club Spidey (Spider-Man) - Members and guests welcome”

  • Spider-Man is the best Stern Pin 53 votes
    21%
  • Spider-Man is the best Super Hero Pin 128 votes
    52%
  • Black Spider-Man is Shiny 66 votes
    27%

(Multiple choice - 247 votes by 228 Pinsiders)

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There are 2,516 posts in this topic. You are on page 27 of 51.
#1301 4 years ago

Hello friends, I joined the club with a nice red spiderman. I think my machine has the code version 1.94, is there any more advanced? is there a lot of difference? regards

20190715_145331 (resized).jpg20190715_145331 (resized).jpg
#1302 4 years ago
Quoted from mannymasy:

Hello friends, I joined the club with a nice red spiderman. I think my machine has the code version 1.94, is there any more advanced? is there a lot of difference? regards[quoted image]

The latest code is 2.6. I would definitely update.

#1303 4 years ago
Quoted from mannymasy:

Hello friends, I joined the club with a nice red spiderman. I think my machine has the code version 1.94, is there any more advanced? is there a lot of difference? regards[quoted image]

Get some clear washers for those slings!

#1304 4 years ago
Quoted from mannymasy:

Hello friends, I joined the club with a nice red spiderman. I think my machine has the code version 1.94, is there any more advanced? is there a lot of difference? regards[quoted image]

Do the update.

It was a Lyman “years after release” update which really polished this game up fantastically.

#1305 4 years ago
Quoted from PeterG:

Get some clear washers for those slings!

Or better yet, get the blue webbed plastic protectors from Pinbits. They look fantastic on the game!

SM Plastic Protectors (resized).jpgSM Plastic Protectors (resized).jpg
#1306 4 years ago
Quoted from gweempose:

Or better yet, get the blue webbed plastic protectors from Pinbits. They look fantastic on the game![quoted image]

What the ...!? I need those!

#1307 4 years ago
Quoted from gweempose:

Or better yet, get the blue webbed plastic protectors from Pinbits. They look fantastic on the game![quoted image]

3 in total
36B9007D-6991-41EA-B932-564C115800FB (resized).jpeg36B9007D-6991-41EA-B932-564C115800FB (resized).jpeg

#1308 4 years ago
Quoted from PinRob:

3 en total
[quoted image]

Where can I get them blank so that shipping to Europe is not very expensive?

#1309 4 years ago
Quoted from monkeyboypaul:

Haz la actualización.
Fue una actualización de Lyman "años después del lanzamiento" que realmente perfeccionó este juego de manera fantástica.

Where can I get the last code? What I like about the old code is that it speaks in Spanish, I don't think I can get the 2.6 code in Spanish, right?

#1310 4 years ago

... and just like that, I ordered the blue webbing!! Thank you for the post

#1311 4 years ago
Quoted from mannymasy:

Where can I get the last code? What I like about the old code is that it speaks in Spanish, I don't think I can get the 2.6 code in Spanish, right?

You should be able to change the language in the settings. I think?

#1312 4 years ago

I have a set of Cliffys including Doc Ock and Sandman kickouts and target bank protectors.

They are brand new, never used. I think I paid about $70-75 + shipping.

They can be yours for $60.

PM if interested

IMG_20190724_172057 (resized).jpgIMG_20190724_172057 (resized).jpgIMG_20190724_172130 (resized).jpgIMG_20190724_172130 (resized).jpg
#1313 4 years ago
Quoted from Jahkub:

Debería poder cambiar el idioma en la configuración. ¿Yo creo que?

in the last code too? I'm worried about updating and that I can't have it in Spanish like the code I currently have

#1314 4 years ago
Quoted from mannymasy:

in the last code too? I'm worried about updating and that I can't have it in Spanish like the code I currently have

V2.61

Is this what you mean?

AF7EFF63-C448-40CA-A7B8-CC4730430431 (resized).jpegAF7EFF63-C448-40CA-A7B8-CC4730430431 (resized).jpeg
#1315 4 years ago
Quoted from monkeyboypaul:

V2.61
¿Es esto lo que quieres decir?[quoted image]

that you can select the language. What I would like to know is if you only change the text of the dmd to Spanish or the audio also changes it to Spanish .....
My current code reproduces all audios and voices in Spanish, can you test if in that code when configured in Spanish, please reproduce voices and audio in Spanish please? Or just change the text? thank you

#1316 4 years ago
Quoted from mannymasy:

that you can select the language. What I would like to know is if you only change the text of the dmd to Spanish or the audio also changes it to Spanish .....
My current code reproduces all audios and voices in Spanish, can you test if in that code when configured in Spanish, please reproduce voices and audio in Spanish please? Or just change the text? thank you

Tested:

The text changes to Spanish, but i did NOT hear a single Spanish call-out.

I'm actually very surprised there was any Spanish audio in the game ever - why (and probably how) would they get an American speaking actor like J. K. Simmons to record his FX in other languages? Are you saying there's some audio in Spanish on 1.94? any examples?

I also noticed the ColorDMD rom doesn't like the foreign text and often glitches a little bit.

#1317 4 years ago
Quoted from monkeyboypaul:

Probado
El texto cambia a español, pero NO escuché una sola llamada en español.
De hecho, estoy muy sorprendido de que haya algún audio en español en el juego, ¿por qué (y probablemente cómo) conseguirían que un actor de habla estadounidense como JK Simmons grabara sus efectos en otros idiomas? ¿Estás diciendo que hay algo de audio en español en 1.94? Algún ejemplo?
También me di cuenta de que la rom ColorDMD no le gusta el texto extranjero y, a menudo, falla un poco.

Ok, this is what I wanted to know. Tomorrow I will record a video so you can listen to it in Spanish ... could I use the dmd color with the code I have? Or would you lose it when you put the dmd color?

#1318 4 years ago

Spiderman was colored with the latest Stern release version (2.62) so any screens that changed/updated won't be colored on 1.94.
2.62 is superior to 1.94 so it would be worth the update IMO although you will lose the spanish speech.

You should backup your rom in case you ever want to go back because I don't know anyone that has 1.94. There should be an option for it from the coin door menu......

Here is a list of changes from 2.0 to 2.6 (I don't have the list of changes for the last 2 updates). It's your game, update if you want, but there is alot of new goodies to explore in your game.

Spider-Man V2.6 - November 6, 2010 - System V1.58

Fixed up villain status lamps during battle royale and super hero. Some
of these were showing state (blinking) when not available. This has been
corrected.

Added instruction messages to the super hero background display effect.

Fixed green goblin wire color in coil table.

Fixed a problem with green goblin. If green goblin was ready to start when
super hero was started and won, then green goblin could not be played until
the start of the next ball. This has been corrected.

The slingshot coils were being double-firing during ball search. This has
been corrected.

System changes since 1.52:

Utility/installs menu (UTIL/INST) subitems now show whether or not the
settings in question are installed or not.

Added 'action succeeded' and 'action failed' sounds and support for
requesting the sound effects during test mode.

Fixed a problem where the beta brite sign information was not displaying
user defined custom information correctly.

Fixed a bug that caused the multiball ball save timer to time down while
user code was holding up the kickout of balls from the trough.

Fixed a re-entrancy problem with the sound system that would cause loud
music volume spikes.

Beta-Brite was freeing memory that had not been allocated by the beta-brite
system. This has been corrected.

The ITALIAN 'GAME OVER' message, displayed during the attract mode on the
128x32 display, did not fit. This has been corrected.

Spider-Man V2.4 - November 18, 2009 - System V1.52

Green Goblin, Sandman, and Venom lamp effects were allowed to run during
Battle Royale and Super Hero. This has been corrected.

After the first set of Doc Ock modes were completed, running through the
second set of Bank Bust and Armed At The Dock would not require the correct
number of shots to the VUK. This has been corrected.

'timers_off()' logic no longer checks for balls being held in kickouts.

Sandman cycling 3-bank target lamps could possibly blink in a strange way.
This has been corrected.

'ABORT ANIMATIONS' adjustment default now set to 'ONE'.

Choreographed the shaker motor shaking for Dune of Doom a bit better.

Black suit multiball flasher for super jackpot lit was not being killed at
end of ball. This has been corrected.

Spider-Man V2.3 - August 18, 2009 - System V1.52

Fixed a problem with the Doc Ock rule. If "Armed at the Dock" was
restarted during the grace period (either by Spider-Sense or by starting
another multiball), then "Fusion Malfunction" VUK shots would say "Bank
Bust". This is horribly wrong and has been corrected.

Ball save now OFF for Director's Cut.

The trough jam switch was missing the 'trough jam' attribute. This was
causing the trough jam switch to show up in the wrong location during
'clear balls' test. This has been corrected.

Added shaker motor code to combos, combo multiball, black suit multiball,
and the modes. Combos require the setting to be 'MAXIMAL'.

Spider-Man V2.2 - April 8, 2009 - System V1.51

(Foreign language versions will be posted as time permits).

- Director's cut installs 'INSULT_LEVEL' to HIGH, 'ABORT_ANIMATIONS' to
'ONE'.

- Fixed some sound effects, most notably the delay problems with the
"lock #2" kickout sound and the "dune of doom completed" kickout sound.

- The background lamp effects for kickout-holding events now wait for the
corresponding start choreography before running.

- System compressed rendering algorithms implemented for Indiana Jones has
freed up enough space in the image to add animation frames back to many
sequences. The sequences are now reasonably smooth, with no sequence
skipping more than every other frame.

- Added shaker motor code to Battle Royale; it was missing. Added lamp
effects for Doc Ock and Venom totals. Added pop bumper lamps to the
attract mode. Added lamp effects for all mode starts. Added more shaker
motor shaking to Sandman "Dune of Doom" effect. Spinner effect now only
requested on the first spin, such that blowing off multiple queued display
effects (when "ABORT ANIMATIONS" is set to "ONE") will not re-trigger
the spinner effect.

- Added lamp effects for mode totals.

- Added a lamp effect for the Black Suit multiball total.

- Added a lamp effect for the Battle Royale total.

- Added lamp effects for mode awards and mode completions.

System changes since 1.48:
Fixed a backwards-compatibility issue with process termination.
Fixed two issues with the real-time clock.
Trough stack (jam) opto debounce time increased to better filter
any possible switch noise.

Quoted from mannymasy:

Ok, this is what I wanted to know. Tomorrow I will record a video so you can listen to it in Spanish ... could I use the dmd color with the code I have? Or would you lose it when you put the dmd color?

#1319 4 years ago
Quoted from luvthatapex2:

Spiderman was colored with the latest Stern release version (2.62) so any screens that changed/updated won't be colored on 1.94.
2.62 is superior to 1.94 so it would be worth the update IMO although you will lose the spanish speech.
Here is a list of changes from 2.0 to 2.6 (I don't have the list of changes for the last 2 updates). It's your game, update if you want, but there is alot of new goodies to explore in your game.
Spider-Man V2.6 - November 6, 2010 - System V1.58
Fixed up villain status lamps during battle royale and super hero. Some
of these were showing state (blinking) when not available. This has been
corrected.
Added instruction messages to the super hero background display effect.
Fixed green goblin wire color in coil table.
Fixed a problem with green goblin. If green goblin was ready to start when
super hero was started and won, then green goblin could not be played until
the start of the next ball. This has been corrected.
The slingshot coils were being double-firing during ball search. This has
been corrected.
System changes since 1.52:
Utility/installs menu (UTIL/INST) subitems now show whether or not the
settings in question are installed or not.
Added 'action succeeded' and 'action failed' sounds and support for
requesting the sound effects during test mode.
Fixed a problem where the beta brite sign information was not displaying
user defined custom information correctly.
Fixed a bug that caused the multiball ball save timer to time down while
user code was holding up the kickout of balls from the trough.
Fixed a re-entrancy problem with the sound system that would cause loud
music volume spikes.
Beta-Brite was freeing memory that had not been allocated by the beta-brite
system. This has been corrected.
The ITALIAN 'GAME OVER' message, displayed during the attract mode on the
128x32 display, did not fit. This has been corrected.
Spider-Man V2.4 - November 18, 2009 - System V1.52
Green Goblin, Sandman, and Venom lamp effects were allowed to run during
Battle Royale and Super Hero. This has been corrected.
After the first set of Doc Ock modes were completed, running through the
second set of Bank Bust and Armed At The Dock would not require the correct
number of shots to the VUK. This has been corrected.
'timers_off()' logic no longer checks for balls being held in kickouts.
Sandman cycling 3-bank target lamps could possibly blink in a strange way.
This has been corrected.
'ABORT ANIMATIONS' adjustment default now set to 'ONE'.
Choreographed the shaker motor shaking for Dune of Doom a bit better.
Black suit multiball flasher for super jackpot lit was not being killed at
end of ball. This has been corrected.
Spider-Man V2.3 - August 18, 2009 - System V1.52
Fixed a problem with the Doc Ock rule. If "Armed at the Dock" was
restarted during the grace period (either by Spider-Sense or by starting
another multiball), then "Fusion Malfunction" VUK shots would say "Bank
Bust". This is horribly wrong and has been corrected.
Ball save now OFF for Director's Cut.
The trough jam switch was missing the 'trough jam' attribute. This was
causing the trough jam switch to show up in the wrong location during
'clear balls' test. This has been corrected.
Added shaker motor code to combos, combo multiball, black suit multiball,
and the modes. Combos require the setting to be 'MAXIMAL'.
Spider-Man V2.2 - April 8, 2009 - System V1.51
(Foreign language versions will be posted as time permits).
- Director's cut installs 'INSULT_LEVEL' to HIGH, 'ABORT_ANIMATIONS' to
'ONE'.
- Fixed some sound effects, most notably the delay problems with the
"lock #2" kickout sound and the "dune of doom completed" kickout sound.
- The background lamp effects for kickout-holding events now wait for the
corresponding start choreography before running.
- System compressed rendering algorithms implemented for Indiana Jones has
freed up enough space in the image to add animation frames back to many
sequences. The sequences are now reasonably smooth, with no sequence
skipping more than every other frame.
- Added shaker motor code to Battle Royale; it was missing. Added lamp
effects for Doc Ock and Venom totals. Added pop bumper lamps to the
attract mode. Added lamp effects for all mode starts. Added more shaker
motor shaking to Sandman "Dune of Doom" effect. Spinner effect now only
requested on the first spin, such that blowing off multiple queued display
effects (when "ABORT ANIMATIONS" is set to "ONE") will not re-trigger
the spinner effect.
- Added lamp effects for mode totals.
- Added a lamp effect for the Black Suit multiball total.
- Added a lamp effect for the Battle Royale total.
- Added lamp effects for mode awards and mode completions.
System changes since 1.48:
Fixed a backwards-compatibility issue with process termination.
Fixed two issues with the real-time clock.
Trough stack (jam) opto debounce time increased to better filter
any possible switch noise.

Highlight for me was: (Foreign language versions will be posted as time permits).

so perhaps they did include foreign call-outs, but didn't have time to wrap them into versions beyond v2.xx

I can't find v2.62 that luvthatapex2 mentions. Only 2.61 - SPD26164.BIN (64bit scoring): https://sternpinball.com/?post_type=game_code&s=spider

You could use a colorDMD, but they're designed around the latest code available, and probably only the English text version of it! It still looked loads better though...

#1320 4 years ago

Oh I just found Spiderman 2.1 with spanish language in my roms. It appears this is the last version that was updated.

I have version 2.62, not sure where I got it and there is no readme. romcode is dated 4-7-2014

Quoted from monkeyboypaul:

Highlight for me was: (Foreign language versions will be posted as time permits).
so perhaps they did include foreign call-outs, but didn't have time to wrap them into versions beyond v2.xx
I can't find v2.62 that luvthatapex2 mentions. Only 2.61: https://sternpinball.com/?post_type=game_code&s=spider

#1321 4 years ago
Quoted from luvthatapex2:

Oh I just found Spiderman 2.1 with spanish language in my roms. It appears this is the last version that was updated.
I have version 2.62, not sure where I got it and there is no readme.

I found a reference to it on a PinMame forum: Spider-Man 2.62 (bootleg with replaced music)

#1322 4 years ago

Thanks, that makes sense! I vaguely recall now.

Quoted from monkeyboypaul:

I found a reference to it on a PinMame forum: Spider-Man 2.62 (bootleg with replaced music)

#1323 4 years ago

My game just shows "v2.6" on startup. Should it show "v2.61"?

#1324 4 years ago

I suppose you could pull the Spanish audio from the older rom and mod the current one using pinball browser. It would be REALLY tedious but possible.

#1325 4 years ago

It should show 2.61 upon startup if you are running 2.61

Quoted from FatPanda:

My game just shows "v2.6" on startup. Should it show "v2.61"?

#1326 4 years ago
Quoted from FatPanda:

My game just shows "v2.6" on startup. Should it show "v2.61"?

2.61 came quite late on i think (7yrs after release maybe?), and way before Stern's email updates on code, so could've easily been missed. Added stuff like webs on the pop bumper animations and 64bit scoring i think...

definitely 2.61...

#1327 4 years ago
Quoted from luvthatapex2:

It should show 2.61 upon startup if you are running 2.61

Well lucky me! I get another code update this week!

#1328 4 years ago

How can I make a backup copy of the roms or how can I get the code to save it in a flash drive?

#1329 4 years ago
Quoted from mannymasy:

How can I make a backup copy of the roms or how can I get the code to save it in a flash drive?

Flip dip8, pretty sure that turns on the USB menu and you can back-up to a USB from there.

#1331 4 years ago

Quoted from mannymasy:

How can I make a backup copy of the roms or how can I get the code to save it in a flash drive?

#1332 4 years ago

Is that to install a new code?

#1333 4 years ago

Yes, it shows the SAM update process and one of the choices is backup (to usb for your current version).

Quoted from mannymasy:

Is that to install a new code?

#1335 4 years ago

Anybody interested in Sandman/Doc Ock kickouts, plus target bank protectors.

Price at Cliffy is about $75 + shipping.

I'll ship it for $60.

#1336 4 years ago

Glad this topic came up, I was running 1.7! Updating was super easy. Thanks for the help guys, especially the video!

#1337 4 years ago

I was running 2.6. Just updated and time to put up some new high scores.

#1338 4 years ago

$55 shipped!

PM if interested.

2e46edc4e173b373f2a26a61ff9a65eec3d4314d (resized).jpg2e46edc4e173b373f2a26a61ff9a65eec3d4314d (resized).jpg
#1339 4 years ago
Quoted from monkeyboypaul:

Lo más destacado para mí fue: (las versiones en idioma extranjero se publicarán según el tiempo lo permita).
así que tal vez sí incluyeron llamadas externas, pero no tuvieron tiempo de incluirlas en versiones más allá de v2.xx
No puedo encontrar v2.62 que Menciona luvthatapex2 . Solo 2.61 - SPD26164.BIN (puntuación de 64 bits): https://sternpinball.com/?post_type=game_code&s=spider
Podría usar un colorDMD, pero están diseñados para el último código disponible, y probablemente solo la versión en inglés del mismo. Todavía se veía mucho mejor, aunque ...

This is the last one that can be found? 2.61?

#1340 4 years ago
Quoted from mannymasy:

This is the last one that can be found? 2.61?

Yes.

v2.61 is the latest code from Stern, and the only version available on Stern’s website.

Other forum members might have copies of previous versions.

Other than the language issues you mention, I can’t see any other reasons NOT to use v2.61.

#1341 4 years ago
Quoted from gweempose:

Or better yet, get the blue webbed plastic protectors from Pinbits. They look fantastic on the game![quoted image]

They do, if you want to use the stock plastics that look like garbage.

#1342 4 years ago

You're right, friend. I'll update these days when I have some free time. Thank you very much.

#1343 4 years ago
Quoted from Spencer:

They do, if you want to use the stock plastics that look like garbage.

I'm confused by this statement. They go underneath the original plastics, so you can pair them with any plastics you want.

#1344 4 years ago
Quoted from gweempose:

I'm confused by this statement. They go underneath the original plastics, so you can pair them with any plastics you want.

Of coarse you could but they suit the original plastics a lot better. ( color wise )

#1345 4 years ago

I'm working on a total red/black idea.

20190727_172419 (resized).jpg20190727_172419 (resized).jpg20190727_172428 (resized).jpg20190727_172428 (resized).jpg
#1346 4 years ago
Quoted from Spencer:

I'm working on a total red/black idea.[quoted image][quoted image]

Oooh ive been on the fence about the building mod for awhile. How do you like them?

#1347 4 years ago
Quoted from Digduglus:

Oooh ive been on the fence about the building mod for awhile. How do you like them?

I know you asked Spencer, but I had them on mine and thought I'd give you an opinion as well

I think they look amazing, in fact, I added all the lighting kits for them and everything and loved it.

However, a drawback is having to remove them all when you need to lift the playfield. They are installed by sitting on posts and get Velcro attached to the sidewalls.

It's not a huge deal, and you aren't lifting the playfield THAT often, but when you need to it can be a nuisance.

Overall, I still loves them and would have then again if I ever got another spider man

#1348 4 years ago

I agree with Meegis on this. They do look amazing but are a pain if you have to work on the game. even to install my new sling plastics I had to remove them all to lift the playfield.

The other drawback is during multi-ball it makes it difficult to keep track of the balls as they completely cover the ramp.

That said, I generally suck at pinball anyway, so the look of them wins out.

1 week later
#1350 4 years ago

install playfield protector

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