         break;
       case 2:
         ring_bounce_opp(OUTER, 10);
-        skip_merge = true;
         break;
       case 3:
         static uint8_t oOffset = 0;

uint8_t iAnimCounter, oAnimCounter;
boolean iAnimSwitch, oAnimSwitch; // Use this flag so that we fade the color palette into each animation
uint8_t iAnimSwitchCount, oAnimSwitchCount; // Use this to count how many times we've faded to the 
boolean skip_merge = false;

// These are the flags that will get flipped during the ISR
volatile boolean do_not_pressed = false;

        break;
      case 5:
        snow_anim(OUTER, 50, 0.3);
        break;
    }

    // Merge each shell to the whole LED array and push to the lights
    merge_animations();

    // Now turn on the overlay animations if they're meant to be
    //if (laser0_on) {
