 
   // 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) {

  }

  // Same deal for the inner shell
  //EVERY_N_SECONDS(125) {
  //  iAnimCounter = (iAnimCounter + 1) % numAnimation;
  //}

  //// Update the global color palette. This is just the color scheme
  //// that we will then repackage to have different spacial distributions
  //EVERY_N_SECONDS(480) {
  //  gPaletteCounter = (gPaletteCounter+1)%numPalettes;
  //}
  updatePaletteScheme();

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

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

  // 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);
