ARMCO, TYRE WALLS AND YELLOW FLAGS
Put a photo of a real club layout next to one of our races and the difference jumps out. The real ones are crammed: steel barriers hugging every bend, tyre walls where the bends get nasty, sponsor boards, floodlights, flags, marshals. Ours had a road, a kerb, and then a lot of very tidy grass.

So every circuit now gets dressed. Steel Armco traces the outside of every corner, just past the kerb, and carries on along the straights either side. Hairpins get a proper tyre wall, two tyres deep. Sponsor boards line the straights, floodlight masts stand on the seams, there's a flag line by the start, and a marshal or two waits behind the barrier where the corners bite.

Fly off a corner and you find out what it's for. The barrier doesn't catch you (this is a slot car, you go straight over the top) but you take some of it with you. Panels kink out of line, sparks fly, steel chips and tyres go bouncing across the grass, and the damage stays there for the rest of the race.

The nearest marshal sees it too. Wreck within a couple of tiles of a marshal post and the yellow flag comes out and waves until the mess has cleared.

Every country dresses differently. Snow caps the rail, the town goes heavy on floodlights and advertising, the desert flies more flags, and the neon city studs its barriers with coloured reflectors. At night the masts light up.

These are captures from the native Windows desktop build. Nothing about how races play has changed: a wreck flies exactly as far as it did before and takes out exactly the cars it did before. The furniture never stands anywhere a car can reach, and it never stops anyone.