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# A procedural disco eats its own memory on purpose
- URL: https://www.killscreen.com/mazin-harsh-nights-disco-anxiety/
- Published: 2026-10-02T16:04:53.000Z
- Updated: 2026-10-02T16:04:53.000Z
- Description: MAZiN built a fake PSX, a ROM corruptor to break it with, and a nightclub that degrades in real time.
- Author: Kill Screen Staff
- Tags: MAZiN, Corrupted Souls, glitch art, glitch, PS1, Generative Art, video art, creative coding

[The dance floor](https://www.instagram.com/p/Dc-T7JvNLAQ/?ref=killscreen.com)looks like a nightclub level cut from a late-’90s PlayStation game, except nothing holds still: textures shear, walls smear into color fields, the room degrades a little more every loop. *Harsh Nights at Disco Anxiety* is, in the glitch artist MAZiN’s words, “endless, procedural disco, eating its own memory in real time.”

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/1:17 

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**Harsh Nights at Disco Anxiety*, via [MAZiN on Instagram](https://www.instagram.com/p/Dc-T7JvNLAQ/?ref=killscreen.com)

The technique matters more than the vibe. When a commenter asked whether the footage was ripped from a PSX game, MAZiN clarified that it’s not from a game at all. It’s a “simulated PSX environment” built inside Corrupted Souls, a ROM-corruptor engine of MAZiN’s own design, running its VRAM-melting feature. The console is fake. The memory being eaten is synthetic memory, degraded on purpose, at a chosen tempo. MAZiN gives glitch tools away free at [m4zin.net/tools](https://www.m4zin.net/tools?ref=killscreen.com), and has shown work from Zagreb to Wroclaw to New York.

The tools travel, too. In late August, MAZiN posted [*Broken Quake II*](https://www.instagram.com/p/DccTnfDIcZQ/?ref=killscreen.com), the same corruption passes pointed at id’s 1997 shooter: geometry shears mid-firefight, walls smear into color, and the gun stays legible the whole way down. 

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/1:16 

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**Broken Quake II*: the Corrupted Souls passes pointed at id’s 1997 shooter. Via [MAZiN’s reel](https://www.instagram.com/p/DccTnfDIcZQ/?ref=killscreen.com).

The PS1 stopped being a console some time ago and became a palette. This month alone we covered [a 90s photographer’s PS1 dungeon crawler](https://www.killscreen.com/a-photographer-designed-the-ps1-dungeon-crawler-nemuru-mayu/), and a decade back [*Visual Out*](https://www.killscreen.com/visual-asks-embrace-glitches-dying-computer/) asked players to embrace the glitches of a dying computer. MAZiN’s contribution is the purest version of the idea: no game underneath, just the failure, composed.

Killscreen tracks the artists who treat consoles as instruments: glitch, databending, engine-building and the rest. The free newsletter delivers the next one before the algorithm does.

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