anchor.diff:        case eventType.Win:
           _eventController.add(eventType.Win);
           break;
  +      case eventType.Loaded:
  +        _eventController.add(eventType.Loaded);
  +        break;
       }
     }
   
  
positive.code:    * Triggered periodic by a Timer from the Controller, and increase
     * the Level Time and check for Win or Game Over
     */
    void increaseLevelTime()
    {
      // Count the Level Time up
      _currentLevelTime++;
  
negative.code: enum eventType
  {
    Win,
    GameOver,
    Loaded
  }
  
  
  