     }
     while (moveBall);
     engine.refreshPoint( gameState.battleField.ball );
+    if (gameState.battleField.ratioCounter <= 0)
+    {
+        gameState.battleField.ratioCounter += 2;
+    }
 }
 
 void loadLevel(void)

        NanoRect  platform;
        NanoPoint ball;
        NanoPoint ballSpeed;
        uint8_t   blocks[BLOCK_NUM_ROWS][MAX_BLOCKS_PER_ROW];
        uint8_t   blocksLeft;
        uint8_t   frames;

        {
            moveBall = true;
            gameState.battleField.ballSpeed.y = -gameState.battleField.ballSpeed.y;
            gameState.battleField.xratio = 2;
            if (gameState.battleField.ball.x < gameState.battleField.platform.p1.x + 3)
            {
                gameState.battleField.ballSpeed.x = -1;
            }
            else if (gameState.battleField.ball.x > gameState.battleField.platform.p2.x - 3)
            {
                gameState.battleField.ballSpeed.x = +1;
            }
            else
            {
                gameState.battleField.xratio = 1;
            }
        }
        if (checkBlockHit())
        {
