     gameState.battleField.ballSpeed.setPoint( 3, -(1<<PIX_BITS) );
     engine.drawCallback( drawBattleField );
     engine.loopCallback( battleFieldLoop );
-    loadLevel();
+    if ( reload )
+    {
+        loadLevel();
+    }
 
     /* Show level info in popup message */
     char levelInfo[8] = "LEVEL X";

    {
       g_level = MAX_LEVELS;
    }
    for (uint8_t i =0; i<BLOCKS_PER_ROW; i++)
    {
        for (uint8_t j=0; j<BLOCK_NUM_ROWS; j++)

        gameState.battleField.ballSpeed.y = -gameState.battleField.ballSpeed.y;
        if (gameState.battleField.ball.y > gameArea.p2.y)
        {
             startBattleField( false );
        }
    }
    return hit;
