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SCORING AND VERIFICATION

How a score reaches the leaderboard

The on-screen score gives immediate feedback. A public result exists only after the server connects it to a valid session and replays the recorded game.

Blockfall scoring

Cleared lines provide most Blockfall points. One-, two- and three-line clears grow in value, while four lines at once have a stronger base. Consecutive clears add a combo bonus and consecutive four-line clears can earn back-to-back value. Soft drop gives one point per descended row and hard drop gives two.

Journey can add obstacles, rising rows or timed targets, but each session stores its exact rules. A leaderboard compares only verified results that belong to the relevant mode and event.

Colorfall scoring

In Colorfall Classic, each cleared piece earns a base value and later cascade waves in the same move use a larger multiplier. A prepared cascade can therefore be worth more than several isolated matches of three.

Journey uses a newer engine whose special pieces, blockers, goals and star thresholds are part of a published level revision. Completing the level may require both enough score and every listed objective.

Session and replay data

Starting a run creates a unique session token, seed, engine version, rules version and rules hash. The browser records player inputs on the game timeline. Recoverable checkpoints are submitted during longer games so a closed page or temporary network pause does not immediately destroy the attempt.

A checkpoint is not a new final result and cannot rewrite history. The final input list must extend the prefix already held by the server. One session accepts one terminal submission, so retrying cannot grant duplicate leaderboard entries or rewards.

Server-side replay

On submission, the server checks the token, owner, session state, deadline, engine version, rules hash, input structure, timestamp order and duration limits. It then starts the same engine with the same seed and applies the inputs in order.

The client’s claimed score may be retained for diagnostics, but the verified score comes from the server replay. A competition run must reach a legal terminal state: game over or the exact configured time limit. An unfinished state cannot become a final record.

Verified, rejected and recoverable

VERIFIED means the replay matched its session and the server calculated a result. REJECTED means the input sequence did not pass the contract and cannot enter the leaderboard. A transport or server failure may remain recoverable so the same valid payload can be sent again.

The interface should not show raw JSON or pretend that a failed submission succeeded. It offers retry or a safe route back. An earlier verified best remains even when a new attempt scores less or fails verification.

Frequently asked questions

Does the leaderboard use the latest or the best result?

Classic and Weekly use the best verified result for their ranking rules. A rejected attempt does not replace it.

Why does the server replay the game?

It prevents the browser’s number from becoming the authority. Every point must arise from legal inputs in the same engine.

Does a lost connection always lose the run?

Not necessarily. Checkpoints and recoverable submission can preserve a valid session, but final verification must still complete.

Closed beta

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