     let ball = SKSpriteNode(color: ballColor, size: CGSize(width: 8, height: 8))
     
     
-    ball.position = CGPoint(x: frame.size.width - 30.0 - ball.size.width, y: CGRectGetHeight(frame)*CGFloat(arc4random())/CGFloat(UINT32_MAX)
-)
+    ball.position = CGPoint(x: frame.size.width - 30.0 - ball.size.width, y: CGRectGetHeight(frame)*CGFloat(arc4random())/CGFloat(UINT32_MAX))
     ball.name = ballName
     
     ball.physicsBody = SKPhysicsBody(circleOfRadius: ceil(ball.size.width/2.0))

    loadingLabelNode.name = backgroundLabelName
    
    addChild(loadingLabelNode)
  }
  
  func start() {

    if otherBody != nil && (otherBody!.categoryBitMask & blockCategory != 0) {
      otherBody!.node?.removeFromParent()
      if isGameWon() {
        reset()
        start()
      }
      return
    }
