anchor.diff:  
       do
           for character in initialGameData.Characters do
  -            Table.AddRow viewCharacterTable character
  +            Table.AddRow loopContext.Characters character
   
       override this.Update(timeElapsed: TimeSpan) =
           let event =
  
positive.code:                 |> Option.defaultValue SadRogue.Primitives.Color.TransparentBlack
  
              base.Print(position.X, position.Y, representation.AnsiCharacter.ToString(), foregroundColor)
  
  
  
  let StartMainStateMachine () =
      let mainGameState =
  
negative.code:                                 match tableEvent with
                                  | StepItem.Character character ->
                                      match character with
                                      | TableEvent.Added (row) -> Table.AddRow loopContext.Characters row
                                      | TableEvent.Updated (_, row) -> Table.AddRow loopContext.Characters row
                                      | TableEvent.Removed (row) -> Table.RemoveRow loopContext.Characters row
                                  | StepItem.GameContext context -> Tracked.Update gameContext context.NewValue))
  
              acknowledgeCallback ()
  
          base.Clear()
  
          for tileInstance in loopContext.TileMap.Tiles do
              let (position, tile, tileFeature) =
                  (tileInstance.Position, tileInstance.Tile, tileInstance.TileFeature)
  
  