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The distinction is worth holding onto because it changes what a run is. In a plain crash sandbox you set up an impact, execute it, and reset. Here the environment has its own timing — a hammer swings on a cycle, a press comes down on its own schedule — so a run becomes about arriving at the right moment rather than arriving fast. There is a rhythm to read that a static obstacle never gives you.
The slow-motion control is the feature that justifies the whole thing. Being able to slow time on impact turns a collision that resolves in a fraction of a second into something you can actually watch deform. In a game whose entire appeal is the damage model, that is not a garnish — it is the difference between seeing the result and seeing a blur.
There are also races and records to set, plus multiple maps and modes, which gives it a structure that pure sandboxes lack. Its categories are Driving, Simulation and Action, and Action is the honest addition: with machinery actively trying to flatten you, this is closer to an obstacle course than to a test track.