anchor.diff:          let playerFallHandler message world =
               let player = getPlayer message.Subscriber world
               let world =
  -                if player.Position.Y < -700.0f && (World.getSelectedScreen world).State = IdlingState then
  +                if player.HasFallen && (World.getSelectedScreen world).State = IdlingState then
                       let world = playDeathSound world
                       World.transitionScreen TitleAddress world
                   else world
  
positive.code: 
          let spawnBulletHandler message world =
              if world.Interactive then
                  if world.Ticks % 6L = 0L then
                      let player = World.getEntity message.Subscriber world
                      let world = createBullet player message.Subscriber world
                      let world = playShotSound world
                      (Unhandled, world)
                  else (Unhandled, world)
              else (Unhandled, world)
  
  
negative.code:         member this.SetLastTimeOnGround (value : int64) : Entity = this?LastTimeOnGround <- value
          [<XField>] member this.LastTimeJump with get () = this?LastTimeJump () : int64
          member this.SetLastTimeJump (value : int64) : Entity = this?LastTimeJump <- value
          
          [<XField>] member this.HasFallen with get () = this.Position.Y < -600.0f
  
      type PlayerDispatcher () =
          inherit SimpleBodyDispatcher
  