ball.c.g = ball.c.b = 0x50;
        ball.c.a = 0xff;
 
-       ball.v.y = speed;
+       ball.v.y = speed/2;
 }
 
 static void vbox_render(const Vbox *b)
        pads[0].v.x = 0;
        pads[1].v.x = 0;
 
-       if(keyStates[SDL_SCANCODE_RIGHT]) { pads[0].v.x += speed; }
-       if(keyStates[SDL_SCANCODE_LEFT]) { pads[0].v.x -= speed; }
-       if(keyStates[SDL_SCANCODE_D]) { pads[1].v.x += speed; }
-       if(keyStates[SDL_SCANCODE_A]) { pads[1].v.x -= speed; }
+       if(keyStates[SDL_SCANCODE_RIGHT]) { pads[0].v.x = speed/2; }
+       if(keyStates[SDL_SCANCODE_LEFT]) { pads[0].v.x = (speed/2) * -1; }
+       if(keyStates[SDL_SCANCODE_D]) { pads[1].v.x = speed/2; }
+       if(keyStates[SDL_SCANCODE_A]) { pads[1].v.x = (speed/2) * -1; }
 
        for(int i = 0; i < 2; ++i){
                pads[i].r.x += pads[i].v.x * dt;
        }
 
        if(collidingWith == 0) {
-               if(keyStates[SDL_SCANCODE_RIGHT]) { ball.v.x += speed; }
-               if(keyStates[SDL_SCANCODE_LEFT]) { ball.v.x -= speed; }
+               if(keyStates[SDL_SCANCODE_RIGHT]) { ball.v.x += speed/2; }
+               if(keyStates[SDL_SCANCODE_LEFT]) { ball.v.x -= speed/2; }
        } else if (collidingWith == 1) {
-               if(keyStates[SDL_SCANCODE_D]) { ball.v.x += speed; }
-               if(keyStates[SDL_SCANCODE_A]) { ball.v.x -= speed; }
+               if(keyStates[SDL_SCANCODE_D]) { ball.v.x += speed/2; }
+               if(keyStates[SDL_SCANCODE_A]) { ball.v.x -= speed/2; }
        }
 
        // applying velocity if needed