 
   // Handle switching between outer shell animations. Don't do this if we're
   // already switching the inner shell though, don't want to figure that out
-  EVERY_N_SECONDS(10) {
+  EVERY_N_SECONDS(30) {
     oAnimCounter = (oAnimCounter + 1) % numAnimation;
+    if((oAnimCounter == 7 || oAnimCounter == 9) && oPaletteCounter == 1) {
+      oAnimCounter++;
+    }
     if(oAnimCounter == 0) {
       oPaletteCounter = (oPaletteCounter + 1) % numPalStyles;
       if(oPaletteCounter == 0) {

  //  // though since it alternates every time the timer is up.
  //    iPaletteCounter = (iPaletteCounter + 1) % numPalStyles;
  //}
  updateGPalette();

  // Add the random strobe to this list of animations since we aren't going to use it
  // for the overlays
  //switch (iAnimCounter) {
  //  case 0:
  //    chase_straight(INNER, false);
  //    break;
  //  case 1:
  //    shell_wrap(INNER, false, 0);
  //    break;
  //  case 2:
  //    chase_mod(INNER, 0, false);
  //    break;
  //  case 3:
  //    chase_spiral_static(INNER, 16, false);
  //    break;
  //  case 4:
  //    shell_wrap(INNER, false, 1);
  //    break;
  //  case 5:
  //    chase_mod(INNER, 1, false);
  //    break;
  //  case 6:
  //    chase_spiral_mod(INNER, false);
  //    break;
  //  case 7:
  //    shell_wrap(INNER, false, 2);
  //    break;
  //  case 8:
  //    chase_mod(INNER, 2, false);
  //    break;
  //  case 9:
  //    shell_wrap(INNER, false, 3);
  //    break;
  //  case 10:
  //    fill_shell(INNER);
  //    break;
  //}
  switch (oAnimCounter) {
    case 0:
      chase_straight(OUTER, true);

  }

  // Same deal for the inner shell
  EVERY_N_SECONDS(20) {
    iAnimCounter = (iAnimCounter + 1) % numAnimation;
    if((iAnimCounter == 7 || iAnimCounter == 9) && iPaletteCounter == 1) {
      iAnimCounter++;
    }
    if(iAnimCounter == 0) {
      iPaletteCounter = (iPaletteCounter +1) % numPalStyles;
    }
  }
  updatePaletteScheme();
  updateGPalette();

  //// Update the global color palette. This is just the color scheme
  //// that we will then repackage to have different spacial distributions

  // Update the palette style for the inner and outer shells. This
  // is basically how we package the given color palette.
