Claude Code has an effort setting that controls how hard Claude thinks before it acts. The higher you go, the more of your usage limit it burns, so I tested whether the top levels earn it. I gave Opus 5.5 the same prompt three times, in three empty folders, changing only the effort setting. One shot each, nothing fixed afterwards. → Low: 2m 14s, 1,137 thinking tokens, $0.48 → High: 65m 04s, 92,531 thinking tokens, $6.57 → Max: 63m 07s, 204,869 thinking tokens, $20.06 The dollar figures are what each build would cost if you paid per token on the API. On a Max plan it comes out of your usage limit instead. Low never opened the game it built. High tested its own in Chrome and checked screenshots. Max playtested while it built, redesigned two tracks and had a second agent review the code. Same hour as high, over twice the thinking. The video covers how each game plays, the full scoreboard, and how I'd use each level day to day. The three games and the prompt (zip attached below): → neon-drift-low.html, one track, five rivals, drift to charge a boost. Needs internet to load → apex-runners-high.html, three tracks, three difficulties, slipstream → afterglow-gp-max.html, full menu with mode, track, car, paint, rivals and laps Download the zip, unzip it, then double-click any game to play. Arrows or WASD to drive, hold Space while turning to drift, R resets the car. The prompt, the same one for all three: Build me an original 3D racing game that runs in the browser. One HTML file I can open by double-clicking. Make it fun to play. Don't ask me questions, make the calls yourself, and tell me when it's done. Try it at different effort levels in your own Claude Code and see how far apart the results land. One run per level, so it's not a benchmark, but the gap was big enough to show.