 bool reverseBootCyclotron = false;
 void powerSequenceBoot(int currentMillis) {
   bool doUpdate = false;
+  bool doCycUpdate = false;
 
   // START CYCLOTRON
   if( useCyclotronFadeInEffect == false ){

        setCyclotronLightState(c3Start, c3End, 2);
        setCyclotronLightState(c4Start, c4End, 1);
        
        doUpdate = true;
        reverseBootCyclotron = false;
      }
    }

// ##############################
// available options
// ##############################
const bool useGameCyclotronEffect = true;     // set this to true to get the fading previous cyclotron light in the idle sequence
const bool useCyclotronFadeInEffect = true;   // Instead of the yellow alternate flashing on boot this fades the cyclotron in from off to red

// ##############################
// bootup animation speeds
// ##############################
const int pwr_boot_interval = 30;       // How fast to do the powercell drop animation on bootup 
const int cyc_boot_interval = 400;      // If useCyclotronFadeInEffect is false this alternates the cycltron lights yellow 
const int cyc_boot_alt_interval = 100;  // How fast to fade in the cyclotron lights from black to red on bootup

// ##############################
// idle animation speeds
// ##############################
const int pwr_interval = 50;            // how fast the powercell cycles
const int cyc_interval = 750;           // how fast the cycltron cycles from one cell to the next
const int cyc_fade_interval = 1;        // if useGameCyclotronEffect is true this is how fast to fade the previous cyclotron to light to nothing

void setup() {
  // configure powercell/cyclotron
