         // play() functionality (the setup and playing of the Animation object)
         // into startEffect(), calling play() from here, and not overriding
         // play() at all.
-
-        // Call EffectInstace.play() here instead of from our play() function
-        // because we actually start playing immediately, and leave it to the
-        // Animation to pause on startDelay. By waiting until the animation
-        // starts to call play(), we delay the EffectInstance sending out the
-        // EFFECT_START events until any start delays are over
-        super.play();
         
         if (autoRemoveTarget)
             addDisappearingTarget();


package mx.effects.effectClasses
{
import flash.events.TimerEvent;
import flash.geom.Point;
import flash.utils.Timer;

import mx.components.baseClasses.GroupBase;
import mx.components.Group;
import mx.effects.Animation;
import mx.effects.PropertyValuesHolder;
import mx.effects.interpolation.IEaser;
import mx.effects.interpolation.IInterpolator;
import mx.events.AnimationEvent;
import mx.layout.ILayoutItem;
import mx.layout.LayoutItemFactory;

import mx.core.Container;
import mx.core.UIComponent;
import mx.effects.EffectInstance;
import mx.effects.EffectManager;
import mx.managers.LayoutManager;
import mx.styles.IStyleClient;


        animation.repeatDelay = repeatDelay;
        animation.repeatBehavior = repeatBehavior;
        animation.easer = easer;
                    
        animation.play();
          
