anchor.diff:      type GameplayDispatcher () =
           inherit ScreenDispatcher ()
   
  -        (* Hud Addresses *)
  -
  -        static let getHudAddress address = satoga address HudName
  -        static let getHudHaltAddress address = gatoea (getHudAddress address) HudHaltName
  -        static let getHudSaveGameAddress address = gatoea (getHudAddress address) HudSaveGameName
  -        static let getHudFeelerAddress address = gatoea (getHudAddress address) HudFeelerName
  -        static let getHudDetailUpAddress address = gatoea (getHudAddress address) HudDetailUpName
  -        static let getHudDetailRightAddress address = gatoea (getHudAddress address) HudDetailRightName
  -        static let getHudDetailDownAddress address = gatoea (getHudAddress address) HudDetailDownName
  -        static let getHudDetailLeftAddress address = gatoea (getHudAddress address) HudDetailLeftName
  -
  -        (* Proxies *)
  +        (* Hud Proxies *)
  +
  +        static let proxyHud gameplay = Group.proxy <| satoga gameplay.ScreenAddress HudName
  +        static let proxyHudHalt gameplay = Entity.proxy <| gatoea (proxyHud gameplay).GroupAddress HudHaltName
  +        static let proxyHudSaveGame gameplay = Entity.proxy <| gatoea (proxyHud gameplay).GroupAddress HudSaveGameName
  +        static let proxyHudFeeler gameplay = Entity.proxy <| gatoea (proxyHud gameplay).GroupAddress HudFeelerName
  +        static let proxyHudDetailUp gameplay = Entity.proxy <| gatoea (proxyHud gameplay).GroupAddress HudDetailUpName
  +        static let proxyHudDetailRight gameplay = Entity.proxy <| gatoea (proxyHud gameplay).GroupAddress HudDetailRightName
  +        static let proxyHudDetailDown gameplay = Entity.proxy <| gatoea (proxyHud gameplay).GroupAddress HudDetailDownName
  +        static let proxyHudDetailLeft gameplay = Entity.proxy <| gatoea (proxyHud gameplay).GroupAddress HudDetailLeftName
  +
  +        (* Scene Proxies *)
   
           static let proxyScene gameplay =
               Group.proxy <| satoga gameplay.ScreenAddress SceneName
  
positive.code:             else world
  
          static let handlePlayerChange event world =
              let address = event.SubscriberAddress
              let playerNavigatingPath = isPlayerNavigatingPath address world
              let world = World.updateEntity (Entity.setEnabled playerNavigatingPath) (getHudHaltAddress address) world
              (Cascade, world)
  
          static let handleTouchFeeler event world =
              let playerInput = TouchInput event.Data
              let world = tryRunPlayerTurn playerInput event.SubscriberAddress world
              (Cascade, world)
  
          static let handleDownDetail direction event world =
              let playerInput = DetailInput direction
              let world = tryRunPlayerTurn playerInput event.SubscriberAddress world
              (Cascade, world)
  
          static let handleNewGame gameplay world =
  
negative.code:                 (List.ofSeq enemies)
                  []
  
          static let runCharacterReaction actionDescriptor (initiator : Entity) gameplay world =
              // TODO: implement animations
              if actionDescriptor.ActionTicks = ActionTicksMax then
                  let reactor =
                      proxyCharacterInDirection
                          (initiator.GetPosition world)
                          (initiator.GetCharacterAnimationState world).Direction
                          gameplay
                          world
                  let reactorDamage = initiator.GetPowerBuff world * 5.0f - reactor.GetShieldBuff world |> int
                  let reactorHitPoints = reactor.GetHitPoints world - reactorDamage
                  let world = reactor.SetHitPoints reactorHitPoints world
                  if reactor.GetHitPoints world <= 0 then
                      if reactor.GetName world = PlayerName
                      then World.transitionScreen Title world
                      else World.destroyEntity reactor world
                  else world
              else world
  
  