PLAYER GUIDE
Leaderboard & Fair Play
Neon Blitz separates runs happening now from completed global scores. This guide explains what each board means, how callsigns are grouped, and why a legitimate score can survive a temporary connection problem without exposing anti-abuse secrets.
Live Top Pilots versus Global Top 10
Live Top Pilots
Shows up to ten active online runs, ordered by current score, then wave and recent activity. A playing client reports progress about every 15 seconds; an active run disappears after roughly 45 seconds without a fresh update or immediately after it is completed.
Global Top 10
Shows completed, accepted scores only. It keeps one best eligible result per case-insensitive callsign in each period, then orders pilots by score, highest wave, and the earlier submission when those values tie.
The homepage refreshes the live list independently from the global board. A run can leave Live Top Pilots and appear in Global Top 10 after completion; the live score is not itself a permanent leaderboard entry.
Today, This Week, and All Time
- Today is a rolling 24-hour window, not a calendar-day reset.
- This Week is a rolling seven-day window, not a Monday-to-Sunday table.
- All Time includes every eligible completed score retained by the service.
Each view independently chooses the best score for a callsign inside that window. A pilot’s All Time best can therefore differ from the result shown in Today or This Week.
Callsigns are labels, not accounts
A callsign is entered before play and stored in the current browser profile. It is not uniquely reserved, password-protected, or tied to a public account. Different players can choose the same callsign; case variants are grouped together when the boards select one best result.
Valid callsigns are 1–20 characters after extra spaces are normalized. Letters from supported writing systems, numbers, spaces, apostrophes, dots, dashes, and underscores are accepted. Markup and invalid input are rejected, and names are rendered as escaped text.
Because callsigns are shared labels, the leaderboard demonstrates a score associated with that name—not ownership of an identity.
How an online run becomes a completed score
- A session starts on the server. A valid callsign is attached to a new protected run before global progress begins.
- The run sends bounded progress. Current score, wave, and active duration move forward while the run is live.
- The final result is checked. The completed score must match the protected run identity and remain plausible against its previous progress and elapsed time.
- One run creates at most one permanent entry. Repeating a successful final request returns the already accepted result rather than inserting a duplicate.
- The session completes. It leaves the live board and its accepted result becomes eligible for the global period views.
This process protects competition without asking players to create an account. Private run credentials, internal database identifiers, network-derived abuse keys, and server secrets are not returned by public leaderboard responses.
What fair-play validation does
The service checks that a run exists, is still eligible, matches its callsign and protected run identity, and does not move backward in score, wave, or duration. It also rejects impossible jumps, malformed values, repeated final entries, and excessive session or score creation. Exact private thresholds and secret material are intentionally not published.
These controls raise the cost of simple score fabrication, but no browser game can make a public client completely cheat-proof. The server validates what it can observe; it does not claim that client-side play is impossible to tamper with.
A rejected score does not block local gameplay, XP, coins, achievements, or future legitimate runs.
Connection loss and pending-score recovery
If final submission hits a temporary network or service failure, the protected result is queued in browser storage. Neon Blitz retries after the application loads, when connectivity returns, and after leaderboard access recovers. It first synchronizes the final run progress, then repeats the idempotent final submission.
Transient failures stay queued. A permanent validation response removes the unusable queue item rather than retrying forever. If no online session was created at the start of the run, the game remains playable and local progression is saved, but that score cannot be promoted later into a verified global result.
Compete with a valid run
- Keep the tab active and online when possible so the live board receives current progress.
- Use the End Run control if you want to finish early; it completes the same result flow instead of silently discarding the run.
- Wait for the game-over submission status. A queued message means the client will retry automatically.
- Build legitimate scores through the mechanics in the Scoring & Combos guide.
Play Neon Blitz, review the leaderboard basics, or read the site’s privacy explanation.