       else
         w = width - distance + (v * distance)
         h = height - distanceh + (v * distanceh)
-      @shift(0, 0, w - @w, h - @h)
+      @attr(w: w, h: h)
 
     Crafty('WaveFront').each ->
       width = 1200


    @addBackground(0, 20,   @deck(0, no,  w: 900, z: -20).addComponent('BackDeck'), .9)

    dh = Crafty.e('2D, Solid, Collision, BridgeCeiling').attr(w: 1000, h: 30).origin('middle right')
    @addBackground(0, -60, dh, 1.0)

    d1 = @deck(0, yes, w: 1000, z: -10).addComponent('MainDeck')

    @addBackground(834, -60, p2, 1.2)

    @bind 'BridgeCollapse', once: yes, (level) =>
      d0 = Crafty('FrontDeck').get(0).addComponent('TweenPromise', 'Delta2D').sprite(16, 32)
      d1 = Crafty('MainDeck').get(0).addComponent('TweenPromise', 'Delta2D').sprite(16, 32)
      d2 = Crafty('BackDeck').get(0).addComponent('TweenPromise', 'Delta2D').sprite(16, 32)
      d0.half.sprite(16, 32)
      d1.half.sprite(16, 32)
      d2.half.sprite(16, 32)

      p1 = Crafty('TiltPillarLeft').get(0).addComponent('TweenPromise', 'Delta2D').sprite(42, 29)
      p2 = Crafty('TiltPillarRight').get(0).addComponent('TweenPromise', 'Delta2D').sprite(42, 29)
      dh = Crafty('BridgeCeiling').get(0).addComponent('TweenPromise', 'Delta2D')

      WhenJS.sequence [
        ->
          WhenJS.parallel [
            -> level.setForcedSpeed 75, accelerate: yes
            -> d0.tweenPromise({ rotation: -12, dy: d0.dy + 100 }, 4000, 'easeInQuad')
            -> d1.tweenPromise({ rotation: -10, dy: d1.dy + 100 }, 4000, 'easeInQuad')
            -> dh.tweenPromise({ rotation: -10, dy: dh.dy + 100 }, 4000, 'easeInQuad')
