         var rowDelay = DELAY * Float(COLUMNS)
         var delay = DelayTime.create(rowDelay)
         
-        Debug.getInstance.log("move rows down delay \(rowDelay)")
-
         var moveRows = ClosureAction.createWithDuration(0, { (time : Float) in
-            Debug.getInstance.log("begin move rows")
             // now move all the rows above down
             var start = Int(row)
             for r in start ..< ROWS
             {
-                Debug.getInstance.log("begin move columns")
                 for c in 0 ..< COLUMNS
                 {
                     var index = self.cellToIndex(FixedPoint(x : Fixed(c), y : Fixed(r)))

    func placeBlockInPlayArea(inout block : Block)
    {
        var piece = block.getPiece()
        
        Debug.getInstance.log("dimensions   \(piece.slotWidth()), \(piece.slotHeight())")
        
        var l = 0 - piece.BL().x
        var r = Fixed(COLUMNS) - piece.TR().x
        
        var slot = Int(Utilities.random(Double(l), Double(r)))
        
        Debug.getInstance.log("l \(l) -> \(slot) -> r\(r)")
        
        var x = slot
        var y = ROWS - Int(piece.TR().y)

        _cellBL = FixedPoint(x: Fixed(b), y: Fixed(l))
        _cellTR = FixedPoint(x: Fixed(r), y: Fixed(t))
        
        //Debug.getInstance.log("across \(across) down \(down) l \(l) r \(r) t \(t) b \(b)")
        
        for d in 0..<down
        {
