     // track the light ring indices to assign for the switch
     int lightRingIndex = 0;
     
-    for (int i = 0; i < NUM_LIGHT_SWITCHES; i++) {
-      
-      // For prototyping, using offset so I retain use of serial communication, which requires pins 0 and 1
-      int switchPin = i+LIGHT_SWITCH_PIN_OFFSET;
-      lightSwitches[i] = new Switch(switchPin, DEBOUNCE_TIME); 
+    for (int i = FIRST_LIGHT_SWITCH_PIN; i < NUM_LIGHT_SWITCHES; i++) {
+      
+      lightSwitches[i] = new Switch(i, DEBOUNCE_TIME); 
       
       for (int j = 0; j < NUM_LIGHTS_PER_SWITCH ; j++) {
-        //logger.log("lightsForSwitch ", i, " ", lightRingIndex);
+        logger.log("lightsForSwitch ", i, " ", lightRingIndex);
         lightsForSwitches[i][j] = lightRingIndex;
         lightRingIndex++;
       }

  
  // ring size NUM_LIGHTS, NUM_LIGHTS_PER_SWITCH assigned for each switch, on pin 13
  NeoPixelRing ring(NUM_LIGHTS, NUM_LIGHTS_PER_SWITCH, 13);
  
  /* Potentiometers on analog inupts*/
  // potentiometer to control ring spin speed

  /* has the random number generator been seeded? Set true the first time random is used */
  bool seededRand = false;
  
   /* Place light switches on 2 - 9, because pins 0 and 1 are used for serial communication */
  const int FIRST_LIGHT_SWITCH_PIN = 2;
  
  /* The 8 light switches and the sets of lights they control*/
  Switch* lightSwitches[NUM_LIGHT_SWITCHES];
