                 ]
         )
       else
-        sprite.animations = [
+        sprite.animations.push(
           duration: 125
           lerp: [ {name: 'y', v1: desty} ]
           set: [ {name: 'scale', v: 1} ]
-        ]
+        )
     @record_sprites = @record_sprites[width..]
 
     @advanceNextRecordSprite(0)

      new_sprites.push(sprite)

    if @record_sprites.length >= height * width
      @scrollRecordSprites(new_sprites)
    else
      for sprite in new_sprites
        if delay > 0

      )
      
    for sprite,i in @record_sprites[width..]
      if delay > 0
        sprite.animations = [{duration: delay}]
      desty = @record_dims.y+(.5  + i//width)*@block + .5
      if sprite in new_sprites
        # this does a mix of pop in and scroll up
