anchor.diff:  			Player timePlayer = rand.pickFrom(times); //ironically will probably allow more timeless sessions without crashes.
   			Drawing.drawTimeGears(canvas);
   			Drawing.drawSinglePlayer(canvas, timePlayer);
  -			String ret = "A " + timePlayer.htmlTitleBasic() + " suddenly warps in from the future. ";
  +			ret = "A " + timePlayer.htmlTitleBasic() + " suddenly warps in from the future. ";
   			if(timePlayer.dead){
   				ret += "It's a little alarming how much they are bleeding. ";
   			}
  
positive.code: 	String changePrototyping(Element div){
  	  String ret = "";
  		if(this.player.object_to_prototype.getStat("power") > 200 && rand.nextDouble() > .8){
  			String divID = (div.id);
  			String canvasHTML = "<br><canvas id='canvaskernel" + divID+"' width='" +canvasWidth.toString() + "' height="+canvasHeight.toString() + "'>  </canvas>";
  			appendHtml(div, canvasHTML);
  
negative.code: 			//session.logger.info("time player sprite in session: " + this.session.session_id.toString());
  
  		}else if((this.player.dead == true || this.player.isDreamSelf == true || this.player.dreamSelf == false) && rand.nextDouble() > .1){ //if tier 2 is ever a thing, make this 50% instead and have spries very attracted to extra corpes later on as well if they aren't already players or...what would even HAPPEN if you prototyped yourself twice....???
  			ret = "Through outrageous shenanigans, one of the " + this.player.htmlTitle() + "'s superfluous corpses ends up prototyped into their kernel sprite. <br>";
  			this.player.object_to_prototype =this.player.clone() ;//no, don't say 'corpsesprite';
        this.player.object_to_prototype.name = this.player.chatHandle;
  			//session.logger.info("player sprite in session: " + this.session.session_id.toString());
  