         benchLoseContact.size = CGSize(width: 1, height: bench.size.height)
         benchLoseContact.color = SKColor.blackColor() // Delete later
         benchLoseContact.position = CGPointMake(CGRectGetMaxX(self.frame) + CGFloat(randX) - bench.size.width / 2, self.roadSize!.height + bench.size.height / 2)
-        benchLoseContact.physicsBody = SKPhysicsBody(rectangleOfSize: CGSize(width: 1, height: bench.size.height * 0.8))
+        benchLoseContact.physicsBody = SKPhysicsBody(rectangleOfSize: CGSize(width: 1, height: bench.size.height))
         benchLoseContact.physicsBody?.dynamic = false
         benchLoseContact.physicsBody?.categoryBitMask = UInt32(self.contactCategory)
         vertical.addChild(benchLoseContact)

    }
    
    // MARK: - TOUCHES BEGAN
    override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
        var touch = touches.anyObject() as UITouch
        var location = touch.locationInNode(self)

    }
    
    // MARK: - UPDATE
    
    override func update(currentTime: CFTimeInterval) {
        // Lock Hero's X Position [Tina]
        self.hero.position.x = self.frame.size.width * self.heroPositionX
