         createScore()
         createLives()
         createSlices()
+        
+        sequence = [.OneNoBomb, .OneNoBomb, .TwoWithOneBomb, .TwoWithOneBomb, .Three, .One, .Chain]
+        
+        for _ in 0 ... 1000 {
+            let nextSequence = SequenceType(rawValue: RandomInt(min: 2, max: 7))!
+            sequence.append(nextSequence)
+        }
+        
+        RunAfterDelay(2) { [unowned self] in
+            self.tossEnemies()
+        }
     }
     
     override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {

    
    override func update(currentTime: CFTimeInterval) {
        /* Called before each frame is rendered */
    }
    
    override func touchesMoved(touches: Set<UITouch>, withEvent event: UIEvent?) {

    var activeSlicePoints = [CGPoint]()
    
    var swooshSoundActive = false
    var bombSoundEffect: AVAudioPlayer!
    
    var activeEnemies = [SKSpriteNode]()
    
    var popupTime = 0.9
    var sequence: [SequenceType]!
    var sequencePosition = 0
    var chainDelay = 3.0
    var nextSequenceQueued = true
    
    override func didMoveToView(view: SKView) {
        /* Setup your scene here */
