 
     #start all asynchronous functions
     _startEverything = ->
+        Sprites._startAll()
+        Sounds._playAll()
         _masterID = setInterval _masterUpdate, 1000 / env.FRAME_RATE
-        Sprites._startAll()
         return
 
     #used to keep engine from

                #that preloads all sounds and
                #launches all asynchronous updates
                _elmnts.canvas.onclick = ->
                    Sounds._playAll()
                    _startEverything()
                    _elmnts.canvas.onclick = undefined


        Sounds._stopAll()
        clearInterval _masterID
        _masterID = null
    @clear = ->
        _elmnts.canvas.getContext('2d')
        .clearRect(
