The same words always build the same circuit. Feed it a song title and that song owns a track.
1995 snaps the vertices to a coarse grid, drops the buffer to 232 lines and interpolates the textures without perspective, which is the swim you remember.
A 2001 window drawn in CSS. Nothing in it comes off a Windows install.
The room asks for the microphone. A file plays here and is read on the way out. With neither, the flight runs on its own clock and says nothing about any song.
A visualiser in the shape of an anti gravity circuit, generated from a seed and drawn with about seven thousand triangles. It is not a build of anybody's game. The phoboslab rewrite carries no licence you can build on and will not start without the ripped PlayStation data, so nothing here is taken from it. What is borrowed is technique: the affine texture crawl, the snapped vertices, the fog wall standing in for draw distance, and a camera that rolls with the banking.
Bars and mirror are pictures of a signal, so with no analyser they draw nothing at all. Ambience and the particle field claim nothing, so they run either way and react harder when there is something to react to. The flight itself keeps moving because a flight is not a claim about a song.
Two canvases and one call. FlightDeck.create({canvas, overlay, seed, color, analyser}), then start(). Everything else is a setter. The README in the project folder has the wiring for the tracklist deck.