                 ]
         )
       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)

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

        sprite.animations = @animatePopIn(1, {x:sprite.x, y:sprite.y})
    @advanceNextRecordSprite(1)

  scrollRecordSprites: (new_sprites, delay=0) ->
    width = @record_dims.Wi
    for sprite in @record_sprites[0...width]
      if delay > 0
        sprite.animations.push({duration: delay})
      sprite.animations.push(
        duration: 125
        lerp: [ {name: 'scale', v0: 1, v1: 0},
