 
 // boot animation on the powercell/cyclotron
 bool reverseBootCyclotron = false;
-void powerSequenceBoot(int currentMillis) {
+void powerSequenceBoot(unsigned long currentMillis) {
   bool doUpdate = false;
   bool doCycUpdate = false;
 
   // START CYCLOTRON
   if( useCyclotronFadeInEffect == false ){
-    if (currentMillis - prevCycBootMillis > cyc_boot_interval) {
+    if ((unsigned long)(currentMillis - prevCycBootMillis) >= cyc_boot_interval) {
       prevCycBootMillis = currentMillis;
 
       if( reverseBootCyclotron == false ){


void loop() {
  // get the current time
  int currentMillis = millis();
  if( powerBooted == false ){
    powerSequenceBoot(currentMillis);
  } else {

int cycFading = -1;

// normal animation on the bar graph
void powerSequenceOne(unsigned long currentMillis, unsigned long anispeed, unsigned long cycspeed, unsigned long cycfadespeed) {
  bool doUpdate = false;
  bool doCycUpdate = false;
  
  // START CYCLOTRON 
  if( useGameCyclotronEffect == true ){
    // figure out main light
    if ((unsigned long)(currentMillis - prevCycMillis) >= cycspeed) {
      prevCycMillis = currentMillis;
      
      switch ( cycOrder ) {
