     var screenDimmerNode : SKSpriteNode!
     var replayButton : SKSpriteNode!
    
+    
     // MARK: - DID MOVE TO VIEW
     override func didMoveToView(view: SKView) {
+        self.scaleMode = SKSceneScaleMode.ResizeFill
         self.registerAppTransitionObservers()
         self.userDefaultsController = UserDefaultsController()
         

        }
        
        self.hero.name = "Brad"
        self.hero = SKSpriteNode(texture: bradTexture)
        self.hero.setScale(1.0)
        self.hero.position = CGPoint(x: self.frame.size.width * self.heroPositionX, y: self.frame.size.height * 0.5) // Change y to ground level
        self.hero.anchorPoint = CGPointZero
        self.hero.zPosition = 100
        
        // Physics Body Around Hero
        self.hero.physicsBody = SKPhysicsBody(rectangleOfSize: hero.size, center: CGPointMake(hero.frame.width / 2, hero.frame.height / 2))

        self.addChild(vertical)
        
        let chain = SKSpriteNode(imageNamed: "Chain")
        chain.size = CGSize(width: 3, height: CGRectGetMaxY(self.frame) - (self.hero.size.height * 1.4)   - self.roadSize!.height)
        chain.anchorPoint = CGPointMake(0.5, 1.0)
        chain.position = CGPointMake(CGRectGetMaxX(self.frame) /*+ CGFloat(randX)*/, CGRectGetMaxY(self.frame))
        chain.zPosition = -5
