anchor.diff:  
     void controlEvents()
     {
  -    _view.printMessage("Test Control Events");
  +    _view.printDebugMessage("Test Control Events");
   
       window.onKeyDown.listen((KeyboardEvent ev)
       {
  -      _view.printMessage("Key Pushed " + ev.keyCode.toString());
  +      _view.printDebugMessage("Key Pushed " + ev.keyCode.toString());
         // Escape from Event if no Game is running
         if(isGameRunning == false) return;
   
  
positive.code: 
    void eventHandler(eventType event)
    {
      _view.printMessage(event.toString());
  
      // choose action for each eventType
      switch(event)
  
negative.code:     // Load Test Level
      loadLevels();
  
      _view.printDebugMessage("Mapped Level Constructor #2");
  
      // enable Keyboard Events
      controlEvents();
  
      _view.printDebugMessage("Control Events done");
  
      // Start new Game
      newGame();
  
      _view.printDebugMessage("New Game done");
  
      _view.update(_currentField);
  
      _view.printDebugMessage("update Field");
      // GameKey Connection
  
      // Load Config and Level Files
  