anchor.diff:          inherit ScreenDispatcher<Gameplay, GameplayMessage, GameplayCommand> (Quitting)
   
           static let [<Literal>] SectionName = "Section"
  -        static let [<Literal>] SectionCount = 1
  +        static let [<Literal>] SectionCount = 16
   
           static let shiftEntities xShift entities world =
               Seq.fold
  
positive.code:             if  time >= player.GetLastTimeJump world + 12L &&
                  time <= player.GetLastTimeOnGround world + 10L then
                  let world = player.SetLastTimeJump time world
                  let world = World.applyBodyLinearImpulse (v3 0.0f 2000.0f 0.0f) (player.GetPhysicsId world) world
                  let world = World.playSound Constants.Audio.SoundVolumeDefault Assets.Gameplay.JumpSound world
                  (Cascade, world)
              else (Cascade, world)
  
negative.code:         inherit EntityDispatcher2d ()
          
          static let move (enemy : Entity) world =
              let force = v3 -750.0f -5000.0f 0.0f
              World.applyBodyForce force (enemy.GetPhysicsId world) world
  
          static let die (enemy : Entity) world =
  