             
         case .CodeDOWN_ARROW:
             _lastDropSpeed = _dropSpeed
-            _dropSpeed = 0.1
+            _dropSpeed = _altDropSpeed
             
         case .CodeUP_ARROW:
             rotatePiece(nil, event: event)
+            
+        case .CodeSPACE:
+            _falling = true
+            _fallingDelay = _startFallingDelay
             
         default:
             Debug.getInstance.log("invalid key")

    var _blocks : [Block] = []
    var _currentBlock : Block?

    var _lastDropSpeed : Float = 0.5
    var _dropSpeed : Float = 0.5
    var _time      : Float = 0
    
    var _gameDelay : Float = 1

            return
            
        case .DROP:
            _falling = false

            if _rowsCleared >= _numRowsNeededForNextLevel + _level
            {
                nextLevel()
