   livesRemaining = MAX_LIVES;
   spaceShip.reset();
   stopMusic();
+  boolean spawnedBossOne = false;
+  boolean spawnedBossTwo = false;
   
   while (livesRemaining > 0) {  
     arduboy.clear();
     inGameFrame++;
 
-    // Cool off the gun
-    if (inGameFrame % 20 == 0 && spaceShip.gunTemp > 0) {
-      spaceShip.gunTemp--;
+    if (inGameFrame % 20 == 0) {
+      score++;
+
+      if (spaceShip.gunTemp > 0) {
+        // Cool off the gun
+        spaceShip.gunTemp--;
+      }
     }
 
     drawGunTemp();

          // Hit Boss
          playerBullets[i].hide();
          boss.health -= playerBullets[i].damage;
          
          if (boss.health <= 0) {
            // Killed Boss

          if ((enemies[j].health > 0) && (playerBullets[i].isHittingObject(enemies[j].x, enemies[j].y, enemies[j].width, enemies[j].height))) {
            // Hit Enemy
            playerBullets[i].hide();
            score += playerBullets[i].damage;
            
            if (playerBullets[i].damage > enemies[j].health) {
              enemies[j].health = 0;
