     
     // Background Movement [Tina]
     var backgroundSpeed : CGFloat = 1.0
-    var roadSpeed : CGFloat = 3.0
+    var roadSpeed : CGFloat = 6.0
     var roadSize : CGSize?
     
     // Score [Kevin]

    func heroFallAnimation(completionHandler: () -> Void) {
        println("Fall animation")
        let fallAnimation = SKAction.animateWithTextures(self.bradFallTextures, timePerFrame: 0.1)
        let moveUp = SKAction.moveBy(CGVector(dx: 125, dy: 150), duration: 0.3)
        // Vector dy difference is due to the final image not being cropped with the body at the lowest point.
        let moveDown = SKAction.moveBy(CGVector(dx: 125, dy: -160), duration: 0.5)
        let upDown = SKAction.sequence([moveUp, moveDown])
        self.hero.runAction(fallAnimation)
        self.hero.runAction(upDown)
        completionHandler()
    }
    
    // MARK: - OBSTACLES

                self.hero.texture = self.bradJumpTexture
                self.jumpNumber += 1
            }
        } else if self.duckMode == true && self.fallMode == false {
            self.hero.yScale = 2.0
            self.hero.texture = bradTexture
            self.duckMode = false
