claude-haiku-4-5-20251001 · $0.028
Raymond Davidson tournament breakdown covering gameplay strategies, scores, and competitive dynamics across 20+ classic and modern machines.
El Toro requires early flipping, nudging for 1,000-point lanes, and defensive play to keep the ball alive
high confidence · Raymond Davidson describing his strategy on El Toro and how he won the game
Hook, the left ramp shot escalates in value (500k, 1M, 1.5M, 2M) until you miss, making it the dominant strategy
high confidence · Raymond Davidson detailing Hook strategy and winning via most left ramp shots
Willy Wonka scoring is problematic at low values (e.g., 80 points on a missed skill shot), unlike Attack from Mars with inflated scoring
high confidence · Raymond Davidson critiquing Wonka's point scale relative to location play appeal
Spirit of 76 has a double bonus mechanic where every third bonus advance lights the hole for double bonus collect
high confidence · Raymond Davidson explaining Spirit of 76 rule details and his personal connection to the game
CSI's bonus structure awards larger base bonuses on balls 2 and 3, making ball 1 multiball completion worth ~1/3 of ball 3 value
high confidence · Raymond Davidson strategizing ball-by-ball multiball stacking on CSI
Aerosmith's new code requires alternating ramps for Walk This Way mode and super ramps only start after beating the mode
high confidence · Raymond Davidson contrasting old vs. new Aerosmith code and his mid-game adjustments
Congo's optimal strategy involves shooting the map ramp three times to light Zinj lanes, which unlock the mystery hole for Diamond Hunt Multiball in tournament mode
high confidence · Raymond Davidson observing competitor strategy and then executing on later balls
Terminator 2 typically has someone who doesn't score anything; a low-risk ramp strategy can yield 15M+ without attempting locks early
medium confidence · Raymond Davidson explaining his conservative Terminator 2 strategy to avoid being the low scorer
“El Toro is basically this old EM with a huge flipper gap, huge outlanes... you basically have to play very defensively. The point is to keep throwing it up top to try to get those thousand-point lanes.”
Raymond Davidson @ early — Encapsulates the core strategy and difficulty of El Toro, a classic EM with reputation-making challenge
“If you get 80 points on a ball, you know that's bad. There's no ifs, ands, or buts. Whereas if you get a million on a ball, you're like, hey, I got a couple million.”
Raymond Davidson @ Wonka section — Critique of Wonka's low point scale vs. Attack from Mars inflation and location player psychology
“On ball three, it was basically do or die. I needed to shoot the center ramp like three times. I was able to do it, started another skull, and ended up winning... It's a very controllable game.”
Raymond Davidson @ CSI section — Demonstrates understanding of CSI's skill-based multiball stacking and bonus structure for achieving perfect 12
“Just kind of kept doing that for a while. And then eventually I started a third multiball and got a jackpot and I ended with 11.5 million.”
Raymond Davidson @ Elvira section — Shows grinding strategy on Elvira despite losing opportunity to Escher and Jeff's superior ball 3 performance
“I tried to shoot gray, and I shot early and nailed the satellite target down the middle... The better strategy is to shoot the map ramp three times because that lights your Zinj lanes.”
Raymond Davidson @ Congo section — Mid-tournament learning moment; identifies optimal Congo strategy after watching competitor execute it
competitive_signal: Raymond documents round-by-round scores (10, 12, 9, 4 points across first four rounds) showing volatility at Pinburgh; notable point swings between rounds
high · Explicit score tracking: '10 and a 12... nice little nine... one, three, three, two. So, nice little nine.'
gameplay_signal: Raymond articulates specific strategies for 15+ machines: El Toro (early flip, defensive), Hook (ramp escalation), Spirit of 76 (drop target + rollover bonus), CSI (center ramp stacking), Congo (map ramp 3x for mystery hole)
high · Detailed breakdowns of mechanics, strategy, and execution across multiple games with rule explanations
game_design_philosophy: Raymond criticizes Willy Wonka's low point scale (80-point drain immediately signals failure to new players) vs. Attack from Mars inflation model (millions appear more rewarding) for location play appeal
high · 'If you get 80 points on a ball, you know that's bad... Whereas if you get a million on a ball, you're like, hey, I got a couple million.'
code_update: Aerosmith's new code changes Walk This Way and super ramps behavior; Raymond (experienced with old code) had to adjust mid-tournament, suggesting code updates can disadvantage familiar players
high · 'pretty much every decision I made in the game was completely wrong' due to alternating ramp requirement and super ramps needing mode completion
product_concern: Terminator 2 had a dead pass malfunction that drained during play; operator/venue issue affecting tournament fairness
groq_whisper · $0.136
high · 'did a drain on this dead pass that malfunctioned. Basically hit my right flipper and died.'
gameplay_signal: Raymond learned optimal Congo strategy (map ramp 3x for Zinj lanes → mystery hole = Diamond Hunt Multiball) by observing competitor execution mid-round; demonstrates tournament adaptation
high · 'I saw someone get diamond hunt multiball, and I was like, oh yeah, that's what you're supposed to do on this game.'
competitive_signal: Jeff Teolis's comeback from <1M to 11.6M on Elvira ball 3, narrowly beating Raymond's 11.5M, illustrates Pinburgh's volatile scoring swings and high-pressure execution
high · 'Jeff Teolis, coming back on ball three with less than a million points, multiball after multiball, grinded his way to 11.6 million'
community_signal: Wayne Seeger (Round 1 opponent) is identified as podcast fan who engaged positively with Raymond during play, showing Do or Die's audience reach into tournament community
high · 'Wayne, fan of the podcast said hi and was very nice the whole time, was able to give me some tips'
operational_signal: Catacomb setup described as brutally difficult (super steep, no outlane protection, fast play), affecting player performance independent of skill; venue setup impacts scores
high · 'this one was set up brutally hard, like it was super steep no outlane rubbers or posts or anything and it was just so fast'
design_innovation: CSI allows stacking of multiballs (Skull + Centrifuge); Aerosmith new code allows repeat 3-ball Toy Box multiballs (unlike Mustang which requires escalating ball counts)
high · CSI stacking described; Aerosmith: 'I was able to start another three ball toy box multiball... apparently you can... I was able to play two three ball toy boxes in the same game'
historical_signal: Raymond's nostalgia connection to Spirit of 76 (grandparents' house game) illustrates how classic pins hold personal significance in collector/player culture
high · 'It my favorite because it was the game my grandparents had at their house when I was just a little kid... my dad and I played whenever we went over to Grandma house'