 uint8_t wormsStartingHue = 180; // The current hue
 uint8_t wormsBaseBeat = 10; // Higher = faster movement.
 
-void worms() {
+void shootingGradients() {
   fadeToBlackBy(leds, NUM_LEDS, wormsFadeRate);
   for ( int i = 0; i < numberOfWorms; i++) {
     for ( int j = 0; j < 80; j++) {

uint8_t discoBarberCutoff = 120;
uint8_t discoBarberSaturation = 240;

void discoBarber() {
  if (patternId == DISCO_BARBER_1) {
    discoBarberFrequency = 5;
    discoBarberPhase += 24;

  } else if (patternId == SINGLE_COLOR_SPARKLES) {
    sparkles();
  } else if (patternId == DISCO_BARBER_1 || patternId == DISCO_BARBER_2) {
    discoBarbers();
  } else if (patternId == SHOOTING_GRADIENTS) {
    shootingGradients();
  } else if (patternId == DISCO_TWIRL) {
    discoTwirl();
  } else if (patternId == DISCO_TWIRL_2) {
