(Topic ID: 331168)

Scooby Doo, Where Are You Club - Ruh Roh!

By u2sean

1 year ago


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  • Latest reply 28 hours ago by BillDog
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There are 12,553 posts in this topic. You are on page 159 of 252.
#7901 11 months ago

How much longer does a butter cab take if I decide to go that route? Thanks!

#7902 11 months ago

About two months more for me.

#7903 11 months ago

Took me an extra 3 months or maybe more. They pile up a certain number and then do a run of the cabs. So could be shorter if you are one of the last ones to reach the quota

#7904 11 months ago
Quoted from pinball_ric:

Took me an extra 3 months or maybe more. They pile up a certain number and then do a run of the cabs. So could be shorter if you are one of the last ones to reach the quota

It was ~2 months extra for yours. We expected it in early-mid May and it was delivered July 5th.

#7905 11 months ago

Found this very cheap enhancement for my Scooby CE. I put up three 1.64’ LED strips under the backbox to illuminate the back of the upper playfield. Only $11.01 if you click the 15% off coupon. Especially worthwhile if you installed the rock trail from Back Alley Creations or the sign upgrades from NinjaCamp. It requires a USB power supply. I used a short USB extension cable and plugged it into the USB power outlet on the amplifier, so it comes on with the machine. The bottom picture shows only the extra lighting from the LED strips. The brightness and color are adjustable. I set the lights dim to minimize glare.

Amazon link: https://a.co/d/0j7dNuB

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#7906 11 months ago

A quick couple of questions.

First, does anyone else have a problem with the ball getting wedged at the top the blue habittrail? Sometimes the ball jumps out at that point, but most often it just gets stuck. Is there a known fix?

Second, we sometimes find a case starting with shots to the left orbit rather than the mystery machine. Is this expected behavior?

#7907 11 months ago
Quoted from sandro:

A quick couple of questions.
First, does anyone else have a problem with the ball getting wedged at the top the blue habittrail? Sometimes the ball jumps out at that point, but most often it just gets stuck. Is there a known fix?

This has happened to me. A well placed whack on the side of the machine is usually enough to dislodge it.

Quoted from sandro:

Second, we sometimes find a case starting with shots to the left orbit rather than the mystery machine. Is this expected behavior?

I assume it’s because the secret passage triggered. A magnet grabs the ball and it rolls under the playfield to the mystery machine. This is intended behavior. It is currently random.

15
#7908 11 months ago

I finally figured out what was causing lost balls in the Mystery Machine. It was getting to where nearly every game resulted in a ball search, which was especially annoying when playing with friends. The issue my machine was having was caused by too strong of a pulse from the MM eject. The ball would go around the MM assembly, and instead of falling out of the hole to the playfield, it would bounce back around the assembly, and then come to rest against the ball in the #1 position. I could often see the ball here, but never thought about it until tonight. I have made an illustration: the red ball is where I would have balls resting. There is no opto in that area, and the machine did command the MM eject to fire, which it did. No wonder the machine was doing a search! (Thanks to RussMyers for the original photo)

By lowering my MM eject to 57%, balls no longer bounce back, but fall through the hole onto the PF.

Ball_Problem.jpgBall_Problem.jpg

#7909 11 months ago

I have a butter ce ready to go if anyone wants to jump the line. Let me know.

#7910 11 months ago
Quoted from BobTheDegen:

How much longer does a butter cab take if I decide to go that route? Thanks!

Added about 2 months to my build.

#7911 11 months ago

Sorry to be out of the loop for a while. At least 3 months. #1101 is coming this week, super pumped. Just gotta nail down a time and the bros to help with it! I'll update the tracker.

#7912 11 months ago
Quoted from Frito539:

It’s a Scooby Doo and Krispy Kreme kind of day!
[quoted image][quoted image]

We went on Saturday but they were all sold out we would have to wait for the next batch which was two hours later. We are going to order on the app this week as the store is not real close. I am dying for the mystery machine one. For my Diabetes friends I also have type 2 and rarely treat myself to anything like this but I will for Scooby DOO!

#7913 11 months ago

Sorry for the noob questions. Is there a way to add a certain number of free plays to the machine and then charge after that? I guess the workaround is pre-load it with credits. Will the credits disappear if it is unplugged? Thinking about putting one in my vrbo.

#7914 11 months ago
Quoted from BobTheDegen:

Sorry for the noob questions. Is there a way to add a certain number of free plays to the machine and then charge after that? I guess the workaround is pre-load it with credits. Will the credits disappear if it is unplugged? Thinking about putting one in my vrbo.

I would call Spooky support directly and ask if they have a solution, But on all of the games I've ever had or worked on, never seen an option for that.

I assume you want guests to be able to play a set number of times for free, and then go to coin play?

Any free credits you would add I expect would not survive a shut-off/unplugging.

You could set the machine up to accept a specific type of tokens in the slots, then supply a set number of tokens to the guest, and then also have a bill acceptor for further play.

You would run the possibility that the tokens would just disappear, gradually or all at once, but that would solve your needs.

RussM

#7915 11 months ago

We got ours yesterday!

Donuts from KK that is!

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15
#7916 11 months ago

1098 landed and setup. No issues whatsoever! This was my first spooky and reading the threads regarding quality worried me, boy was I wrong. At 7.0 quite quick and challenging.

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#7917 11 months ago

For the right return, it’s usually a straight down the middle drain with any speed on the ball. Should it be feeding my left flipper or right flipper cause it sometimes at lower speed barely touches the tip of my right flipper and I’m able to save it. Should I bend the metal part out more towards the playfield or in more?

Love the game just getting annoyed with the cheap SDM drain from that side.

#7918 11 months ago
Quoted from boommerknight:

For the right return, it’s usually a straight down the middle drain with any speed on the ball. Should it be feeding my left flipper or right flipper cause it sometimes at lower speed barely touches the tip of my right flipper and I’m able to save it. Should I bend the metal part out more towards the playfield or in more?
Love the game just getting annoyed with the cheap SDM drain from that side.

For all of the orbits, none of them go SDTM for me in either direction.

Ill pay more attention to where they feed next time I play.

RM

#7919 11 months ago
Quoted from boommerknight:

For the right return, it’s usually a straight down the middle drain with any speed on the ball. Should it be feeding my left flipper or right flipper cause it sometimes at lower speed barely touches the tip of my right flipper and I’m able to save it. Should I bend the metal part out more towards the playfield or in more?
Love the game just getting annoyed with the cheap SDM drain from that side.

The orbits on the right return to the right flipper. When tweaking metal guides, on any game, first make sure you are leveled side to side. Next try to really watch what's happening to the ball. Shoot the shot 20 times and watch what's happening. I way this because sometime the fix is counter intuitive. If the ball is loosing contact with the metal guide early then sometimes bending the bottom of the guide in the opposite direction will cause the ball to complete the orbit. If the ball is hitting the rubber below the guide, you may be able to simply adjust the slack in the rubber. As with most pinball dialing in small tweaks and test, small tweaks and test.

#7920 11 months ago
Quoted from BobTheDegen:

Sorry for the noob questions. Is there a way to add a certain number of free plays to the machine and then charge after that? I guess the workaround is pre-load it with credits. Will the credits disappear if it is unplugged? Thinking about putting one in my vrbo.

You have the right idea; just add credits with the coin switch, or there's an option to add credits in the service menu too.
Credits should hold over across power cycles.
Oh I think you can just hit the red coin door button during attract to add credits too.

#7921 11 months ago
Quoted from spooky_dj:

You have the right idea; just add credits with the coin switch, or there's an option to add credits in the service menu too.
Credits should hold over across power cycles.
Oh I think you can just hit the red coin door button during attract to add credits too.

Awesome, glad to hear I can add free credits and they will stay through power cycles in case they unplug the machine. I will probably keep attract mode off. I was thinking I'd add about 15 credits x # of days stayed. That way, guests won't burn up the machine for free lol.

Thanks again! Can't wait to get my machine.

#7922 11 months ago
Quoted from lpeters82:

The orbits on the right return to the right flipper. When tweaking metal guides, on any game, first make sure you are leveled side to side. Next try to really watch what's happening to the ball. Shoot the shot 20 times and watch what's happening. I way this because sometime the fix is counter intuitive. If the ball is loosing contact with the metal guide early then sometimes bending the bottom of the guide in the opposite direction will cause the ball to complete the orbit. If the ball is hitting the rubber below the guide, you may be able to simply adjust the slack in the rubber. As with most pinball dialing in small tweaks and test, small tweaks and test.

Thanks Luke! As everyone on this thread says spooky's support is the best.

#7923 11 months ago
Quoted from boommerknight:

Thanks Luke! As everyone on this thread says spooky's support is the best.

Yes…thanks Spooky team! After 20 plus pins that have passe through the house…this is our first Spooky. We are thoroughly enjoying it and it is a gorgeous game. We have had nearly no issues out of the box.

A few observations, and curious of others opinions.

1. I miss the “Ghouls on Parade” during gameplay. Realize its been added to a mode…but wish it rotated in with the 2 new tunes. It is iconic.

2. Wish there was a “grace period” like Sterns and the old Bally Williams. Not to make the game easier…but its just awesome when you nail a shot just after the time expires. Love that rush.

3. Extra Balls. Hoping they add a few more attainable extra ball opportunities in gameplay. The audience for this particular title is younger than our other games and extra balls are kinda a fun reward for them finishing a certain task. Hoping this is coming with the final code polish.

Thats all… not meant to be “bitching” at all! As I said we love the game…so much we are picking up our second Spooky next week!

#7924 11 months ago

Curious about how this works out. I have a high speed in one of my rentals, and plan to put my wipe out up there soon. However, wouldn’t have ever thought to charge. I will say, my high speed has a shockingly high play count.

Quoted from BobTheDegen:

Awesome, glad to hear I can add free credits and they will stay through power cycles in case they unplug the machine. I will probably keep attract mode off. I was thinking I'd add about 15 credits x # of days stayed. That way, guests won't burn up the machine for free lol.
Thanks again! Can't wait to get my machine.

#7925 11 months ago
Quoted from matt68061:

1. I miss the “Ghouls on Parade” during gameplay. Realize its been added to a mode…but wish it rotated in with the 2 new tunes. It is iconic.

I Agree, I do like the music that is currently in the game, but I do prefer ghouls on parade as the base music prior to modes. I would love for them to switch it back or to include it as a rotating piece. It's so iconic and for it to only be included in the mode was a little sad. I would also like for them to include the OG theme song more than just mystery machine multiball. maybe at the end of the game when you drain or in attract mode. These are obviously just personal preferences. maybe the Spooky team can put that option in the menu down the line like they did with captain cuttler.

#7926 11 months ago
Quoted from boommerknight:

For the right return, it’s usually a straight down the middle drain with any speed on the ball. Should it be feeding my left flipper or right flipper cause it sometimes at lower speed barely touches the tip of my right flipper and I’m able to save it. Should I bend the metal part out more towards the playfield or in more?
Love the game just getting annoyed with the cheap SDM drain from that side.

My right return was straight down the middle as well. I loosened up the bottom screw for the metal wall, and pushed it in like 1/16th and now it clips the rubber and bounces it over to my left flipper.

#7927 11 months ago

Edit: I found the issue, now I just need to find a replacement I’d be fine waiting until Monday when they open if 20 people weren’t coming over tomorrow. Couple friends at expo are gonna try and get one somehow lol

Edit again: HUGE thanks to spooky. Buddy talked to them at expo and he’s bringing me a part back tomorrow

Ok I have an issue. My flipper buttons were rough so I went to replace them with another set, done it a hundred times. Now my left lower flipper is energized when I start a game, upper is not. Upper still works with button. The 3 metal bars are wide apart. And bypassing the switch doesn’t make it pop up on switch test either.

In stuck switches it’s showing it activated, but the 3 bars are no where close to each other.

Even unplugging two white connectors on the board near the tilt switch still shows active. And I reseated the cat5 cable.

#7928 11 months ago

#1094 in the house! Loving it! Glad to be able to put more time on it since TPF. No issues, just had to adjust a switch that was too close on the right sling and I had the lost ball issue in the mystery machine lock.

IMG_2941 (resized).jpegIMG_2941 (resized).jpeg
#7929 11 months ago
Quoted from betsytim:

We got ours yesterday!
Donuts from KK that is!
[quoted image]

Walmart has them now too

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#7930 11 months ago

Does anyone have an SE version of this game on order or know when they will start production on those?

#7931 10 months ago
Quoted from dondon4720:

Does anyone have an SE version of this game on order or know when they will start production on those?

They have around 200-300 CE left according to Bug two weeks ago on a live stream. So prob closer to 250ish now. After that, Bloodsucker, then SE. You're looking at a bit of a wait still.

#7932 10 months ago
Quoted from wastedthelight:

They have around 200-300 CE left according to Bug two weeks ago on a live stream.

I asked him yesterday at Expo, he said a couple of hundred so closer to 200 now. A couple of the machines they had there had sold signs on them already early on. I see them making quite a few sales this weekend.

11
#7933 10 months ago
Quoted from matt68061:

Yes…thanks Spooky team! After 20 plus pins that have passe through the house…this is our first Spooky. We are thoroughly enjoying it and it is a gorgeous game. We have had nearly no issues out of the box.
A few observations, and curious of others opinions.
1. I miss the “Ghouls on Parade” during gameplay. Realize its been added to a mode…but wish it rotated in with the 2 new tunes. It is iconic.
2. Wish there was a “grace period” like Sterns and the old Bally Williams. Not to make the game easier…but its just awesome when you nail a shot just after the time expires. Love that rush.
3. Extra Balls. Hoping they add a few more attainable extra ball opportunities in gameplay. The audience for this particular title is younger than our other games and extra balls are kinda a fun reward for them finishing a certain task. Hoping this is coming with the final code polish.
Thats all… not meant to be “bitching” at all! As I said we love the game…so much we are picking up our second Spooky next week!

More extra ball opportunities are coming in the next update, and future updates will be expanding upon that even further, including settings to tweak when the EBs are qualified.

Most timed shots should have some amount of grace period; though some can't be graced (when a mode change occurs after timeout, for example. However in those cases the timer on the display should actually hang at "0" seconds for about 2 seconds before time is *actually* up). If there are specific places you think we overlooked, feel free to shoot me a message!

We'll definitely get more 'ghouls on parade' mixed in somewhere, somehow.

#7934 10 months ago
Quoted from Kolk1:

Edit: I found the issue, now I just need to find a replacement I’d be fine waiting until Monday when they open if 20 people weren’t coming over tomorrow. Couple friends at expo are gonna try and get one somehow lol
Edit again: HUGE thanks to spooky. Buddy talked to them at expo and he’s bringing me a part back tomorrow
Ok I have an issue. My flipper buttons were rough so I went to replace them with another set, done it a hundred times. Now my left lower flipper is energized when I start a game, upper is not. Upper still works with button. The 3 metal bars are wide apart. And bypassing the switch doesn’t make it pop up on switch test either.
In stuck switches it’s showing it activated, but the 3 bars are no where close to each other.
Even unplugging two white connectors on the board near the tilt switch still shows active. And I reseated the cat5 cable.

It sounds like the switch board may have gotten damaged somehow; I have seen one instance where a static shock killed a switch, which could definitely be the culprit here. Or potentially something got shorted if the switch was dangling around during the swap? The 48V rail does stay hot for a minute or so after the game is turned off, as the caps drain. Either way, I'll PM you for details and get you a replacement shipped out asap.

#7935 10 months ago
Quoted from spooky_dj:

It sounds like the switch board may have gotten damaged somehow; I have seen one instance where a static shock killed a switch, which could definitely be the culprit here. Or potentially something got shorted if the switch was dangling around during the swap? The 48V rail does stay hot for a minute or so after the game is turned off, as the caps drain. Either way, I'll PM you for details and get you a replacement shipped out asap.

I edited my post yesterday with a huge thanks to spooky. It’s been taken care of. Im pretty sure what happened is the led ring hit the switch. My fault completely since I left machine on.

IMG_6434 (resized).jpegIMG_6434 (resized).jpeg
#7936 10 months ago

Hey Guys, I need your help.

I'm currently working on creating a printable rulebook for Scooby (Similar to what Stern AIQ had). At the moment, I used the rules from Tilt Forums, but I noticed some stuff is missing (Ex: Character modes). Can anyone update the rules at tilt and let me know, or let me know what's missing by PM or something so I can add it to the rulebook before releasing v.1?

Also, would be great If I had access to some Higher Resolution art pieces from the cabinet art. I used what I found on the web but the resolution is pretty average.

Thanks.

#7937 10 months ago

Its Scooby Weekend here!
20231021_094812 (resized).jpg20231021_094812 (resized).jpg20231021_094820 (resized).jpg20231021_094820 (resized).jpg

#7938 10 months ago
Quoted from Kolk1:

My right return was straight down the middle as well. I loosened up the bottom screw for the metal wall, and pushed it in like 1/16th and now it clips the rubber and bounces it over to my left flipper.

Yeah I can see mine is hitting barely hitting the rubber and it’s more noticeable at high speeds than low speeds but it’s slightly changing the ball trajectory to straight down the middle between the flippers.
I might have to try your idea unless SpookyLuke has a better suggestion.

#7939 10 months ago

Anyone know what these are for? Part of the plastic kit sent by Spooky for early games.

Also has anybody taken a picture of the amp settings or have a recommended suggestionfor settings... figure I'd like to get it adjusted while I'm doing all the other upgrades and stuff.

20231021_122621 (resized).jpg20231021_122621 (resized).jpg
#7940 10 months ago
Quoted from PinManV:

Anyone know what these are for? Part of the plastic kit sent by Spooky for early games.
Also has anybody taken a picture of the amp settings or have a recommended suggestionfor settings... figure I'd like to get it adjusted while I'm doing all the other upgrades and stuff.[quoted image]

They go on the flipper buttons to hold the plastic nuts from turning loose on the inside of the cabinet. To be honest, I've not had an issue with those coming loose at all so far.

#7941 10 months ago

Picked up Scooby buttons from Rocket City Pinball today at the expo! Hoping to get #1143 in the next two weeks!

PXL_20231022_050526606 (resized).jpgPXL_20231022_050526606 (resized).jpg
#7942 10 months ago

Anyone wanting a Scooby blow mold may want to visit their local Cracker Barrel. Sorry, the wife just bought the last two in Sherman Texas. He is 2 foot tall. Cracker Barrel website shows out of stock already. Ruh Roh!!

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#7943 10 months ago
Quoted from Kolk1:

I edited my post yesterday with a huge thanks to spooky. It’s been taken care of. Im pretty sure what happened is the led ring hit the switch. My fault completely since I left machine on. [quoted image]

Curious, What were the CE#s on the Scoobys at Expo?

#7944 10 months ago
Quoted from triplemercman:

Curious, What were the CE#s on the Scoobys at Expo?

I personally wasn’t there. Buddy grabbed the part for me. I was #1102 and picked mine up on Monday.

#7945 10 months ago

#1072 will be delivered Monday to NJ

#7946 10 months ago

#1151 final payment Oct 10.

#7947 10 months ago

Has Spooky come up with an official fix for the launcher issues besides the previous "spread out the forks" idea? I have fixed mine 3 times so far and each time the repair lasts fewer games. I now have two unusable Spooky games since my Halloween crashed while trying to update and now goes straight to bios screen.

#7948 10 months ago
Quoted from discosucks:

Has Spooky come up with an official fix for the launcher issues besides the previous "spread out the forks" idea? I have fixed mine 3 times so far and each time the repair lasts fewer games. I now have two unusable Spooky games since my Halloween crashed while trying to update and now goes straight to bios screen.

Haven't heard anything. Call them tomorrow to get a definitive answer and let us know! Also chime in on how they have you fix your boot issue so spread knowledge.

#7949 10 months ago

I would suggest either adding a shooter lane protector or lowering the shooter mech 1/8”. I put in a protector (one of the 3D print ones you can buy on pinside) on day one and have not once had a launch issue. Just for funsies I took it out to see what would happen and sure enough…ball wouldn't make it up the loop…at all. Put it back in and it launched perfect again and again and you get the point.

My theory is that the launch mech sits too high as its mounted and causes significant backspin when it strikes the ball. When the ball sits up just a little higher (as is does with the shooter lane protector) or in theory if you lowered the shooter mech with a spacer or washers it would work just fine/no back-spin…and no fork spreading needed. Hope this helps!

Quoted from discosucks:

Has Spooky come up with an official fix for the launcher issues besides the previous "spread out the forks" idea? I have fixed mine 3 times so far and each time the repair lasts fewer games. I now have two unusable Spooky games since my Halloween crashed while trying to update and now goes straight to bios screen.

#7950 10 months ago

Anyone know where an intermittent short (guessing near the frame) would be coming from? I keep having fuses blow. Which is briefly fixed by wiggling the playfield around but then happens again. Makes the entire lower playfield lighting dim and red till the fuse heals.

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