Quoted from delt31:how much are those? Curious considering the price of the ybr edition is 9500 i think.
That edition is $9,500. YBR is $11,500...
Quoted from delt31:how much are those? Curious considering the price of the ybr edition is 9500 i think.
That edition is $9,500. YBR is $11,500...
Quoted from Extraballz:Let us know how that goes. I am also interested in that model. Hoping most of the fixes are done by factory.
I spoke to a couple of people who have them and they have said nothing but good things. It has the 2.0 boards in it already which was my main concern. I also called JJP a week or so ago to inquire about this model as its "different". They told me that Automated is their largest distributor and it was made for them, so its all legit..
Quoted from delt31:jesus.
I actually thought a week or so ago I saw someone in Pittsburgh selling a WOZ on here...
Quoted from delt31:jesus.
This is also being sold when they do a re-run. I was told by a distributor that the Flying Monkey will not be in the new runs. Not sure if thats 100% definite...
Quoted from Rager170:This is also being sold when they do a re-run. I was told by a distributor that the Flying Monkey will not be in the new runs. Not sure if thats 100% definite...
https://pinside.com/pinball/market/classifieds/ad/55541
I have no doubt that's what you were told so I am not arguing with you. However, let's not take that as gospel assuming there will even be any more runs other than YBR.
Quoted from Pinballomatic:I have no doubt that's what you were told so I am not arguing with you. However, let's not take that as gospel assuming there will even be any more runs other than YBR.
Yea im not sure. I know the YBR doesnt have it either though, so makes me curious.
Quoted from Rager170:Just placed an order for my WOZ, that "Green Edition" that Automated is selling.
Super excited but have to wait until the weekend to get it.
Congrats on pulling the trigger on the green edition...it’s a beauty.
Quoted from bobukcat:Is the insulator on the actuator arm missing? It sounds like something is shorted to the flipper mech and that is causing some kind of short when it touches the blade of the EOS.
You were correct. Once I was able to get under it now I see that it has a bare spot where the insulator is. Just put some electrical tape on as a test and it works without triggering the door. I’ll just replace some parts, looks like the coil stops need to be replaced as well. Thanks for the help.
Quoted from Wildbill327:Congrats on pulling the trigger on the green edition...it’s a beauty.
Thank you!
Quoted from Daditude:Pics or it didn't happen!
Here’s the haunted forest with led mod. Much brighter!
4741F63D-F135-42C9-B0BB-888567F1B131 (resized).jpegNeed some help... I've downloaded the latest full version code for Woz 7.01 and followed the same procedure to "burn" the ISO to my USB drive as I have done in the past and just did to update my POTCCE and no matter what I do the game will NOT boot to the USB drive... Can anyone shed some light as to what I could be doing wrong? I'm using the USB port that's mounted by the coin box and I can backup the game settings just fine...
Thoughts?
Thanks,
Jeff
Quoted from jeffro01:Thoughts?
I'd try a different USB stick, 16gb or 8gb.
If that doesn't do it. I'd format the memory stick, eradicate the 7.01 from your computer. Download a new one. Use unetbootin and stick it on the USB stick, and try again.
LTG : )
Quoted from LTG:I'd try a different USB stick, 16gb or 8gb.
If that doesn't do it. I'd format the memory stick, eradicate the 7.01 from your computer. Download a new one. Use unetbootin and stick it on the USB stick, and try again.
LTG : )
Sadly, done all of that twice now... LOL . I'll keep fiddling with it...
Thanks,
Jeff
This is so frustrating... I feel like I'm missing something obvious. I downloaded the full ISO (multiple times now), fired up either of the recommended tools (used both now across MAC/PC), followed the guide as to what options to to select. Burned the ISO successfully multiple times. Turn off the machine, plug in the USB stick, close the door, turn the machine back on and each and every time no matter what it boots back up into the game without fail... Funny thing is using the EXACT same procedure my POTCCE updated first try without any issue at all so I'm leaning towards bad code from JJP but that doesn't really make sense either as others would have had the same problem.
I just want to update my game, if JJP really wanted to innovate they'd put in WiFi and allow over the internet updates but no... Spent 3 hours trying to perform a 5 min game update which is unacceptable.
Jeff
Quoted from pinheadpierre:why would anyone actually want to update to 7.01?
- This is a new baseline ISO. This is not a delta update. Further updates
will use this version as a base.
=== Game Code
* Fix score background not updating player up number properly.
* Update social media page.
=== Core Code
* Fixed typo in file load error message.
* Displayed game version now includes dongle-programmed flags and trim
levels.
=== OS
* Change in delta updater to prevent thumb drive "corruption."
+ Starting with drives imaged from this version, ISOs will be able to save
system data (audits, adjustments, high scores, etc.). This happens by
default if the system detects a compatible existing version. It is
possible to reset factory defaults by following on-screen instructions
during imaging.
- Note this means the first time you install this version, your existing
drive will NOT be compatible, so you'll need to backup settings manually
if you want to keep them.
==============================================================================
== Version 7.00 March 20, 2019 ==
==============================================================================
=== Game Code
* Updated HSTD routines for new core HSTD handling.
+ Sound to start button with no credits.
* Tilt speech is more likely now due to addition of more tilt speech.
* "Player X" doesn't show up in HSTD if there was only one player.
* Trough switches renumbered to be consistent with '#1' being where the
kicker is.
* Fix castle door switch debounce. Starting with v6.5, doors were scoring
2 door hits at once if both doors were hit; now a single hit is scored.
* Updated bumper/sling coil strength setting options to work with core
changes.
* Fix text display on some display effects.
* Improve shooter launch sound logic.
* Now don't show high scores in status report if HSTDs are disabled.
+ YBR version support:
- Monkey permanently disabled; won't show as bad in test.
- Remove Monkey and Castle Lock switches.
+ Support for cabinet 2.0 switches and headphone jack/volume switches (new
YBRs and 75ths).
* Virtual Monkey ball lock now holds ball for all of the display effect (both
for YBR games and any time virtual lock is turned on in settings or Monkey
auto-disabled by game).
* Fix non-fatal error caused by burn-in.
* Now fireball lamp won't turn on if Melt the Witch is lit.
* Now don't show extra balls when in Balls in Reserve mode.
* Update attract mode to ignore invalid pricing tiers - previously, invalid
pricing tiers showed up blank during pricing display. (Invalid pricing
tiers are tiers where cost/game is not a better deal than a previous
level. Games have never honored these levels but the way they were not
displayed was odd.)
* Bonus lamp effect now fades into next game state.
* Bonus lamp effect now starts even if display effect is held up.
* Ball save lamp now blinks faster as time runs out.
* Home preset now matches default settings.
=== Core Code
* HSTD system reworked to streamline entry and display.
* Fix test report notice sound.
* Fix for some extremely unlikely and random crashes.
+ Switch History test.
* Fix non-fatal error during sound test.
+ Add ball serve to log.
+ Add ball(s) missing to test report.
+ Add sound for confirmation to Custom Message and Set Clock.
+ Add confirmation message and sound to saving custom message and setting
clock; added confirmation sound to saving custom graphic.
* Ball search automatically held off while trough is being actively paused.
* Issues with audit and adjustment files are now printed to console on load.
* Changed maximum time per status report page to 20 seconds.
* Default trough kick time increased to 16.
* Fix status report delay/display time adjustments.
* Change formatting of hardware info to be able to display more lines.
* Improve ball collection routine.
* Balls In Reserve is now default style of game play.
* Fix potential bug logging adjustment changes during factory reset.
* Revamped pricing controls. Now changing currency will reset all values
for pricing and coin door to default values for that currency and reset
all earnings and credits.
* Fix Euro 11 pricing.
+ Add Japan pricing.
+ Add currency change warning to Pricing Settings preview.
* Warn (in diag only) when an invalid pricing tier is set.
* Fix match potentially awarding incorrectly if interrupted with start
button.
* Fix log events for balls in reserve Game End.
* Fixed false event logging for settings changes.
* Log trimmed to 30,000 lines on init now.
* Log now differentiates Ball End Started and Ball End Finished.
* Fixed UK pricing resets.
* Added log events for ball drain, mb start/restart/end, and (non)fatal
errors.
* Start button now dispatches on close in diag (behavior changed because of
handling ability to restart games at new times).
* Fixed plotting of certain movies that might cause graphical glitches.
* Trough test enhanced and allows trough VUK stregth adjustment changing.
* Fix potential incorrect ball counting after ball search 4.
* Abandoned devices don't count as having released balls in ball search
anymore.
=== OS
+ Support for Gen3 & Gen4 motherboards.
* Better display handling.
LTG : )
Quoted from LTG:- This is a new baseline ISO. This is not a delta update. Further updates
will use this version as a base.
=== Game Code
* Fix score background not updating player up number properly.
* Update social media page.
=== Core Code
* Fixed typo in file load error message.
* Displayed game version now includes dongle-programmed flags and trim
levels.
=== OS
* Change in delta updater to prevent thumb drive "corruption."
+ Starting with drives imaged from this version, ISOs will be able to save
system data (audits, adjustments, high scores, etc.). This happens by
default if the system detects a compatible existing version. It is
possible to reset factory defaults by following on-screen instructions
during imaging.
- Note this means the first time you install this version, your existing
drive will NOT be compatible, so you'll need to backup settings manually
if you want to keep them.
==============================================================================
== Version 7.00 March 20, 2019 ==
==============================================================================
=== Game Code
* Updated HSTD routines for new core HSTD handling.
+ Sound to start button with no credits.
* Tilt speech is more likely now due to addition of more tilt speech.
* "Player X" doesn't show up in HSTD if there was only one player.
* Trough switches renumbered to be consistent with '#1' being where the
kicker is.
* Fix castle door switch debounce. Starting with v6.5, doors were scoring
2 door hits at once if both doors were hit; now a single hit is scored.
* Updated bumper/sling coil strength setting options to work with core
changes.
* Fix text display on some display effects.
* Improve shooter launch sound logic.
* Now don't show high scores in status report if HSTDs are disabled.
+ YBR version support:
- Monkey permanently disabled; won't show as bad in test.
- Remove Monkey and Castle Lock switches.
+ Support for cabinet 2.0 switches and headphone jack/volume switches (new
YBRs and 75ths).
* Virtual Monkey ball lock now holds ball for all of the display effect (both
for YBR games and any time virtual lock is turned on in settings or Monkey
auto-disabled by game).
* Fix non-fatal error caused by burn-in.
* Now fireball lamp won't turn on if Melt the Witch is lit.
* Now don't show extra balls when in Balls in Reserve mode.
* Update attract mode to ignore invalid pricing tiers - previously, invalid
pricing tiers showed up blank during pricing display. (Invalid pricing
tiers are tiers where cost/game is not a better deal than a previous
level. Games have never honored these levels but the way they were not
displayed was odd.)
* Bonus lamp effect now fades into next game state.
* Bonus lamp effect now starts even if display effect is held up.
* Ball save lamp now blinks faster as time runs out.
* Home preset now matches default settings.
=== Core Code
* HSTD system reworked to streamline entry and display.
* Fix test report notice sound.
* Fix for some extremely unlikely and random crashes.
+ Switch History test.
* Fix non-fatal error during sound test.
+ Add ball serve to log.
+ Add ball(s) missing to test report.
+ Add sound for confirmation to Custom Message and Set Clock.
+ Add confirmation message and sound to saving custom message and setting
clock; added confirmation sound to saving custom graphic.
* Ball search automatically held off while trough is being actively paused.
* Issues with audit and adjustment files are now printed to console on load.
* Changed maximum time per status report page to 20 seconds.
* Default trough kick time increased to 16.
* Fix status report delay/display time adjustments.
* Change formatting of hardware info to be able to display more lines.
* Improve ball collection routine.
* Balls In Reserve is now default style of game play.
* Fix potential bug logging adjustment changes during factory reset.
* Revamped pricing controls. Now changing currency will reset all values
for pricing and coin door to default values for that currency and reset
all earnings and credits.
* Fix Euro 11 pricing.
+ Add Japan pricing.
+ Add currency change warning to Pricing Settings preview.
* Warn (in diag only) when an invalid pricing tier is set.
* Fix match potentially awarding incorrectly if interrupted with start
button.
* Fix log events for balls in reserve Game End.
* Fixed false event logging for settings changes.
* Log trimmed to 30,000 lines on init now.
* Log now differentiates Ball End Started and Ball End Finished.
* Fixed UK pricing resets.
* Added log events for ball drain, mb start/restart/end, and (non)fatal
errors.
* Start button now dispatches on close in diag (behavior changed because of
handling ability to restart games at new times).
* Fixed plotting of certain movies that might cause graphical glitches.
* Trough test enhanced and allows trough VUK stregth adjustment changing.
* Fix potential incorrect ball counting after ball search 4.
* Abandoned devices don't count as having released balls in ball search
anymore.
=== OS
+ Support for Gen3 & Gen4 motherboards.
* Better display handling.
LTG : )
I have read that and understand it. Unfortunately, my machine is not even playable with 7.01 (the slingshots machine gun and do not stop once triggered). I have read numerous other reports of various bugs that others have found which negatively affect gameplay. Given this, isn't waiting for 7.02 or whatever comes next better than installing a new, buggy platform which negatively affects gameplay (or even makes it literally unplayable)?
Quoted from pinheadpierre:Unfortunately, my machine is not even playable with 7.01 (the slingshots machine gun and do not stop once triggered).
Have you tried reloading the full install ? I ask because my game here hasn't been buggy.
LTG : )
Quoted from jeffro01:Need some help... I've downloaded the latest full version code for Woz 7.01 and followed the same procedure to "burn" the ISO to my USB drive as I have done in the past and just did to update my POTCCE and no matter what I do the game will NOT boot to the USB drive... Can anyone shed some light as to what I could be doing wrong? I'm using the USB port that's mounted by the coin box and I can backup the game settings just fine...
Thoughts?
Thanks,
Jeff
I have all the JJP games and some of my machines would take the update off a 64gb usb and others would not. Downloaded onto a smaller 8gb usb and it took the update. I really don’t understand why it made a difference but the smaller/different USB worked.
As mentioned previously skip the dongle and plug directly into the computer. I had a similar problem with my RR and it worked that way. I agree with you that it doesn’t make much sense as to why it’s working on one and not the other.
Thank you to everyone for the suggestions. I don't have anything as small as 8GB so I just ordered one from Amazon figuring if it works it's worth it and it can be my default flash drive for future updates...
Thanks,
Jeff
Quoted from pinheadpierre:I have read that and understand it. Unfortunately, my machine is not even playable with 7.01 (the slingshots machine gun and do not stop once triggered). I have read numerous other reports of various bugs that others have found which negatively affect gameplay. Given this, isn't waiting for 7.02 or whatever comes next better than installing a new, buggy platform which negatively affects gameplay (or even makes it literally unplayable)?
Sounds odd.
I have zero problems with this update.
I had zero adjustments to make afterwards.
You must have had a bad install or a bad backup?
Or maybe a bad flash drive or download?
I've had my ECLE for months now and have only one real issue. The ball frequently gets stuck under the twister ramp switch. I have searched pinside and found a few mentions of this, but no further talk about it. My machine is level and the incline is in the common range.
Is the fix simply bending/adjusting the switch?
Should i raise the incline?
Is your game a very early ECLE? A few made is out with a ramp post on the left that was 1/4” too short and thus the ramp doesn’t have the angle it should have and thus more ball hangups at the switch actuator. Other than that, yes it is a matter of adjusting the actuator properly.
Quoted from SewerUrchin:The ball frequently gets stuck under the twister ramp switch.
That can be tricky to adjust. Too fast and it might not read the ball, too slow and the ball can stick.
I thought of a magnet reed switch for there but haven't tried it yet. I replaced the switch with one with a roller on it like this :
https://www.pinballlife.com/williamsbally-ball-detect-blade-with-roller-sub-microswitch.html a tiny drop of light oil on the roller and spun it to work the oil in. This pretty much eliminated ball hang ups once adjusted a little.
LTG : )
Quoted from Pinballomatic:Is your game a very early ECLE? A few made is out with a ramp post on the left that was 1/4” too short and thus the ramp doesn’t have the angle it should have and thus more ball hangups at the switch actuator. Other than that, yes it is a matter of adjusting the actuator properly.
Thanks for the info , I'll take a look. If I remember correctly my build was April 2014. Do you know the correct length I'm checking for?
Quoted from LTG:That can be tricky to adjust. Too fast and it might not read the ball, too slow and the ball can stick.
I thought of a magnet reed switch for there but haven't tried it yet. I replaced the switch with one with a roller on it like this :
https://www.pinballlife.com/williamsbally-ball-detect-blade-with-roller-sub-microswitch.html a tiny drop of light oil on the roller and spun it to work the oil in. This pretty much eliminated ball hang ups once adjusted a little.
LTG : )
Thank you! I will look into that option if I can't get the original to work properly.
Quoted from LTG:That can be tricky to adjust. Too fast and it might not read the ball, too slow and the ball can stick.
I thought of a magnet reed switch for there but haven't tried it yet. I replaced the switch with one with a roller on it like this :
https://www.pinballlife.com/williamsbally-ball-detect-blade-with-roller-sub-microswitch.html a tiny drop of light oil on the roller and spun it to work the oil in. This pretty much eliminated ball hang ups once adjusted a little.
LTG : )
Great idea, will have to see if I have one left in the parts drawers!
I need to raise the monkey magnet core a tiny bit. Is it just a matter of turning a screw on the magnet mech or is it more involved? Thought I’d ask before I started.
Quoted from Vyzer2:Is it just a matter of turning a screw on the magnet mech
The one on the playfield ? If so below the playfield loosen big nut and turn post higher and then tighten nut.
LTG : )
Quoted from LTG:The one on the playfield ? If so below the playfield loosen big nut and turn post higher and then tighten nut.
Drawing on page C-28 in the manual.
If you don't have a manual, you can download one from jerseyjackpinball.com under Support - Downloads - Wizard Of Oz
LTG : )
Yes on the play field and thank you. Yes I do have have the manual, I’ll look at it when I get home. Thanks Lloyd.
Forgive me, I've been away for a while. Am I reading the 7.0 update correctly? The Winged monkey is disabled? What is the reason for that? thanks all! *Billy
Quoted from billycrna:Forgive me, I've been away for a while. Am I reading the 7.0 update correctly? The Winged monkey is disabled? What is the reason for that? thanks all! *Billy
No, and no.
Quoted from billycrna:The Winged monkey is disabled? What is the reason for that?
In any of the WOZ's you can disable him if he breaks. In the 7.0 there is also stuff in there for the Yellow Brick Road version with no monkey.
Quoted from billycrna:why are the WOZ YBR editions so expensive? What am I missing?
Retooled some things for the new cabinet with boards in the head, monitor on a wall mount, virtual monkey mech. Wood apron cover. Sparkly yellow trim, and art work on apron and playfield. You really need to see it in person, pictures don't do it justice.
LTG : )
Quoted from billycrna:WOZ YBR editions
https://www.jerseyjackpinball.com/games/ Go to WOZ and it's the first one. The features are listed there.
LTG : )
Quoted from LTG:You really need to see it in person, pictures don't do it justice.
LTG : )
Finally saw one at Pintastic. The sparkly yellow looks amazing. It is a sweet looking machine.
Quoted from Nokoro:Finally saw one at Pintastic. The sparkly yellow looks amazing. It is a sweet looking machine.
But $11,500 worth of “sweet looking machine”? Is taking the monkey out an upgrade or downgrade? Sounds like a downgrade to me. How do they justify that Price?
Quoted from Utesichiban:But $11,500 worth of “sweet looking machine”? Is taking the monkey out an upgrade or downgrade? Sounds like a downgrade to me. How do they justify that Price?
YBR is incredibly nice, but I firmly believe the ECLE is the very best version of woz.
Quoted from Utesichiban:But $11,500 worth of “sweet looking machine”? Is taking the monkey out an upgrade or downgrade? Sounds like a downgrade to me. How do they justify that Price?
I’m not trying to justify it, but if they can sell enough at that price point and people are willing to pay for it, all power to them. I think it is for a select few who are willing to pay for that trim package.
so I need some help with strategy. I understand locking balls for MB, rescue MB, trying to defeat the which but what do you guys do first or how do you approach it? I also don't understand the haunted forest modes or why crystal ball is important besides making it harder to play.
Also - munchkin land - any strategy besides trying to hit every switch in the game since it's more points? Is it just a super awesome switch mode?
I think this game is still the most beautiful pinball ever made.
Quoted from delt31:so I need some help with strategy. I understand locking balls for MB, rescue MB, trying to defeat the which but what do you guys do first or how do you approach it? I also don't understand the haunted forest modes or why crystal ball is important besides making it harder to play.
Also - munchkin land - any strategy besides trying to hit every switch in the game since it's more points? Is it just a super awesome switch mode?
I think this game is still the most beautiful pinball ever made.
Which order I take things in often depends on how the game is flowing and how well I'm hitting shots. I usually go for Witch hurry-ups for ball launch skill-shots but usually not for balls launched after a lock because there's no ball-saver for those and the witch is really good at chucking the ball out the right outlane, so I often use that to start a Haunted Forest mode if not already started. I pretty much ignore HOADC because I'm just not that good, unless I see I have a good collection of horses (all one color or all different colors) then I'll try to collect it during MB but that's usually just dumb luck if it does happen.
CB modes are important primarily because there is a 2x playfield multiplier that goes with them and if you have a ball on either mini-pf during that it's 3x while the ball is up there and active so having a CB mode going while you drill loops to start a Munchkin mode can really pay off. Munchkin modes started / completed during either MB are also worth a ton of bonus points, so I concentrate on achieving that first and always try to have one ready before starting ECMB. Also completing all CBs lits CB Multi-ball which you need to progress towards SWOTR, not that I'll ever get there but it's another MB with an opportunity for a lot of points and can be used to extend other MBs.
Most of my good games go something like this:
Progress YBR while getting locks for ECMB, try to get at least one Haunted Forest Mode going and a Munchkin Mode ready before starting ECMB. I don't shoot for the CB shots because they are dangerous as hell so I hope I'm getting some bounces and awards from Glenda as well. Start ECMB and try to cradle at least one ball while shooting loops and starting a MM. Work on completing ECMB as my primary objective, shoot for MM mode shots with balls I can't keep cradled, if at all possible try to start a CB mode unless it's no-hold or weak flippers, those I try to avoid during MB but if I'm down to two balls and I have a chance to start the CB I'll do it even for one of those. During all of this I've certainly enabled and captured Dorothy and if possible maybe even added a lock or two to Rescue MB. Once ECMB has ended if things are going pretty well I'll try to get it ready to start again while also progressing YBR and hopefully adding some locks for RMB, may get lucky and have a less-desirable CB mode in there too just to get it out of the way. Then I'll start RMB and work towards jackpots except the ramp which I'll try to save until I'm down to two or three balls left because that will start ECMB and extend RMB as well. Again, if I have a good CB mode lit I'll try for that and also try to be able to get a Haunted mode and Munchkin Mode going. Rescue MB is almost impossible to complete (have never done it) but at least after all of this I should have started Fireball Frenzy and therefore enough hurry-ups to have battle the Witch ready to go. I try to melt her and then start all over again basically. Bonuses on this game are key to really big points so the Haunted, Munchkin and HOADC stuff are really important.
Completing all Haunted modes also lights HF multi-ball with again, is needed for SWOTR and is an opportunity for big points and extending / stacking MBs.
Quoted from delt31:so I need some help with strategy. I understand locking balls for MB, rescue MB, trying to defeat the which but what do you guys do first or how do you approach it? I also don't understand the haunted forest modes or why crystal ball is important besides making it harder to play.
Also - munchkin land - any strategy besides trying to hit every switch in the game since it's more points? Is it just a super awesome switch mode?
I think this game is still the most beautiful pinball ever made.
A while back, I started a strategy thread. I haven't looked back at it in some time, but there are likely good pointers in there.
https://pinside.com/pinball/forum/topic/woz-strategies-for-points-and-for-the-quest
Quoted from Nokoro:A while back, I started a strategy thread. I haven't looked back at it in some time, but there are likely good pointers in there.
https://pinside.com/pinball/forum/topic/woz-strategies-for-points-and-for-the-quest
Thanks everyone!
Btw installing the tornado mod and noticed what appears to be as light board hanging out in the back. Normal and if got washer does it go? It's right behind monkey
20190718_191219 (resized).jpgQuoted from delt31:does it go?
Lights up the Capture Dorthy insert on the back wall of the playfield. Mounts behind the wall.
LTG : )
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