#1 ron13315: 310,910,334
#2 FrosFe: 182,408,064
#3 yooooe: 128,888,029
#4 skymarkus12: 118,300,640
#5 ariesg: 117,791,989
#6 Denberwalkwr: 103,387,217
#7 laron01: 100,326,315
#8 Romexa: 45,560,290
#9 Lesliearias: 43,805,169
#10 william99: 39,367,989
#11 sileniumz1: 36,000,000
#12 keilapaloxd: 30,000,000
#13 johnharold: 26,544,724
#14 Crissy04: 26,371,031
#15 DoTayag: 24,671,026
#16 fifi23: 22,523,574
#17 eisley: 20,920,185
#18 benzinab: 20,544,380
#19 piscesdragon19: 18,040,327
#20 imahmoud: 17,932,709
#21 sajjadshah: 17,748,660
#22 Mhike26: 16,377,151
#23 jarakal: 16,114,795
#24 rasheed: 16,087,960
#25 pubcompta: 15,996,799
#26 spykzz: 15,355,762
#27 iqraa1: 15,181,016
#28 Septamber: 14,856,863
#29 Frodosal: 14,679,338
#30 enricque: 14,648,845
#31 BOUH99: 14,573,904
#32 chibba: 14,309,012
#33 Ttech2022: 13,802,244
#34 willis: 12,629,461
#35 thebars: 12,463,156
#36 Nimrod: 12,042,457
#37 reinhard: 11,708,107
#38 Brunomascarenha: 11,309,500
#39 PrasannaR: 10,945,543
#40 Rayah119: 10,896,166
#41 jjj1990: 10,651,040
#42 gamezone: 10,432,342
#43 theChosen: 10,233,583
#44 jbaby3608: 10,132,955
#45 cassie: 9,947,876
#46 alloys: 9,833,616
#47 jj1990: 9,606,392
#48 muhsinnayab: 9,148,680
#49 Rota2209: 8,363,400
#50 slyphiexcom: 7,818,231
#51 bmd1986: 7,699,632
#52 JuniorFaya: 6,989,607
#53 Hiran2022: 6,828,250
#54 skavapa: 6,573,720
#55 jair61015: 6,529,730
#56 AshGray: 6,516,214
#57 MESSI2022: 6,257,785
#58 zakariaeelhalal: 5,681,400
#59 sahilnajeebsoomro: 5,392,437
#60 rozean27: 5,386,656
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  • Site Log

    Updates

    Recent Cobra Helix fixes, performance work, and production maintenance.

    Profile pages and leaderboard identity polish

    • Rebuilt public user profiles around arcade stats, leaderboard rank, recent activity, and cleaner public labels.
    • Linked leaderboard and top-player names to their user profiles so player identity is easier to follow across game pages.
    • Tightened profile responsiveness for desktop and mobile, including wrapped header controls, safer stat grids, and compact mobile spacing.

    Registration wallet and email allowlist cleanup

    • Kept millix.com wallet identifiers restricted while separating the Pagado identifier path so Pagado addresses are accepted correctly.
    • Corrected the restricted-wallet message to reference tangled.com and the Tangled browser consistently.
    • Expanded the registration email allowlist so tangled.com addresses can register.

    Pong multiplayer production pass

    • Reviewed and repaired the multiplayer invite flow so invite links prepopulate the room code for the joining player.
    • Improved live match handling so the main ball and remote paddle state stay playable instead of feeling stalled or overly jerky.
    • Ran production checks around the multiplayer page, room handoff, and claim-related safety paths.

    Sudoku hard payout pool expansion

    • Expanded the seeded Sudoku catalog so each difficulty, including hard, now has a much larger rotation of verified boards instead of a tiny pool that could be exhausted quickly.
    • Updated the Sudoku claim UI to clearly mark a run as practice-only when an account has already claimed every seeded board for that difficulty, instead of surfacing a confusing late \"already claimed\" dead end.
    • This should unblock hard-mode players who were running into repeated duplicate-claim messages after burning through the original board set.

    Blaster post-claim tray cleanup

    • Cleared the Blaster claim tray after a successful reCAPTCHA submission so the page no longer invites a duplicate claim on the same finished run.
    • Now resets the reCAPTCHA widget after success and swaps the tray into a completed state instead of leaving the live claim button visible.
    • This keeps the visible page state aligned with the successful millix award confirmation shown on the game canvas.

    Blaster live session claim check

    • Changed Blaster game-over payout routing to ask WordPress live whether the current player is logged in and has a wallet address, instead of trusting cached page-localized flags alone.
    • Eligible runs now show a visible checking state first, then open either the claim prompt or the wallet modal based on the live session response.
    • This protects the claim handoff when production page cache serves anonymous script data to an otherwise logged-in player.

    Blaster claim handoff simplification

    • Removed the extra post-game Blaster AJAX gate and now use the page-level logged-in and wallet state directly to decide the next payout step.
    • Eligible logged-in runs now open reCAPTCHA immediately when a wallet is present, or open the add-wallet path immediately when one is missing.
    • This cuts out the silent handoff failure that was leaving qualifying game-over screens stranded with no visible claim action.

    Blaster claim flow hardening

    • Switched Blaster claim eligibility checks to use the actual in-game final score first, so a qualifying run does not depend on the sidebar score text staying in sync at game over.
    • Made the post-game claim tray force itself visible instead of relying only on the hidden attribute toggle, which gives the payout guidance a much more reliable entrance.
    • Auto-opened the right next step for eligible runs, sending claim-ready players to reCAPTCHA and wallet-missing players straight to the wallet-address modal.

    Blaster claim tray hardening

    • Moved the Blaster post-game claim guidance into a fixed on-screen tray so eligible payout actions stay visible right after a run ends.
    • Added button focus and escape-close behavior around the live claim prompt to make the next step easier to reach from keyboard play.
    • Removed the leftover inline AdSense block from Blaster to cut one more source of page noise and startup friction.

    Blaster claim visibility repair

    • Added a visible post-game claim panel beneath the Blaster canvas so eligible runs always surface the next payout step in normal page UI.
    • Wired direct open actions for the wallet modal and the reCAPTCHA claim prompt instead of relying only on the older hidden trigger link.
    • Kept the claim path reachable even if the legacy modal handoff is slow or fails to surface clearly after game over.

    Blaster claim prompt repair

    • Fixed the Blaster score-claim handoff so eligible runs can open the live reCAPTCHA claim prompt again instead of stalling on a dead AJAX response.
    • Added a visible minimum-score note on the Blaster page so players can see the claim threshold before and after a run.
    • Improved the post-game messages for wallet-address and claim-prompt edge cases so the payout flow is easier to understand.

    Hextris share link cleanup

    • Repointed the live Hextris share actions from the old third-party Hextris domains to the Cobra Helix production game URL.
    • Replaced insecure legacy share URLs with current HTTPS endpoints for Twitter and Facebook.
    • Removed a small but real off-site dependency from the visible game-over sharing flow so Hextris better matches the current production site.

    Stack payout hardening

    • Moved Stack onto the shared arcade claim validator so claims now require a nonce, login, wallet address, reCAPTCHA, and encrypted score payload.
    • Added the rolling hourly arcade cap to Stack claims and returned explicit success or failure responses for the live frontend flow.
    • Wired a dedicated Stack claim nonce into the frontend so the production claim path no longer relies on the old unguarded handler.

    Game-wide production ad cleanup follow-up

    • Ran a production sweep across all live Cobra Helix game pages to verify public availability, load status, and lingering ad-recovery risk.
    • Confirmed every current public game page returns successfully on production after the earlier cleanup.
    • Extended the game-page AdSense scrubber so embedded adsbygoogle push calls are stripped even when they appear inside larger inline scripts, covering the Hextris edge case.

    Blaster production startup sync

    • Deployed the current Blaster startup fix to production so Enter, Space, and the Start button all trigger the first run correctly.
    • Aligned the live Blaster asset with the local theme after production was found to still be serving the older keypress-only startup script.
    • Disabled AdSense loading on game pages so active runs are not interrupted by the site-wide allow-ads message or related ad recovery overlays.

    Radius Raid safety review

    • Disabled the legacy Radius Tangled direct-payout endpoint so raw posted scores can no longer trigger the old external payment path.
    • Hardened Radius Raid startup so corrupted saved browser stats cannot crash the game before it loads.
    • Removed the old js13kgames.com credits button route and pointed that action back to the Cobra Helix games page.
    • Made the legacy Tangled-specific Radius script safe to open in Chrome when the Tangled browser bridge is unavailable.
    • Removed redundant legacy Radius module scripts from the page load; the bundled Radius script now loads without the old namespace errors.

    Blaster startup fix

    • Fixed Blaster startup so the visible Start Game button and keyboard controls can start a run reliably.
    • Prevented the first non-Enter keypress from locking the game into a not-started state.
    • Added a fallback Blaster score value so early gameplay cannot produce invalid scores while the score setting request is still loading.

    Helix Rift claim flow

    • Added the missing Helix Rift claim panel so completed runs can surface claimable millix.
    • Added nonce, login, wallet, reCAPTCHA, best-score delta, and hourly-cap checks to the Helix Rift claim endpoint.
    • Verified submitted Helix Rift scores against the enemy kill breakdown before storing pending claims.

    Removed legacy third-party button texture

    • Replaced the old Skywarrior/GameAddict widgetback.png button texture with local CSS gradients.
    • Removed the blocked third-party image request seen on Snake and Blaster production smoke tests.
    • Bumped the child theme stylesheet version so browsers request the cleaned CSS.

    Targeted game JS stability cleanup

    • Hardened Helix Block Drop and Pong claim flows so delayed reCAPTCHA initialization cannot throw page-level errors.
    • Fixed Snake and Blaster legacy jQuery startup handlers that could throw "$ is not a function" under production script loading.
    • Removed Snake's generic purge global collision by moving its purge multiplier onto a snake-specific variable.
    • Verified the updated production assets with syntax checks and targeted browser smoke tests for Helix Block Drop, Pong, Snake, and Blaster.

    Ninja Run claim-flow hardening

    • Reviewed Ninja Run production claim handling for nonce, login, wallet, reCAPTCHA, score cap, score formula, best-score delta, and hourly cap checks.
    • Hardened the Ninja Run claim bridge so reCAPTCHA timing cannot throw errors while Google scripts are still initializing.
    • Prepared a production smoke test pass for Ninja Run boot, canvas rendering, and page-level JavaScript errors.

    Sudoku and Minesweeper readiness fix

    • Fixed Sudoku startup so reCAPTCHA timing can no longer stop the board from rendering its 81 playable cells.
    • Added the same defensive reCAPTCHA method checks to Minesweeper to prevent background claim-widget timing errors.
    • Verified production Sudoku board render, keypad input, hint, and reset behavior.
    • Verified production Minesweeper board render, reveal, reset, and desktop right-click flag behavior.

    Game performance and payout safety pass

    • Changed Ninja Run to load its embedded game frame eagerly so the playable area starts loading immediately instead of waiting for lazy-frame heuristics.
    • Removed an unused global jquery-confirm CDN request from the child theme enqueue list to reduce extra JavaScript work on every page.
    • Disabled the legacy raw-score multiplayer REST payout endpoint so pending payout rows must go through the newer nonce, login, wallet, encrypted-score, and cap-aware claim handlers.
    • Repeated production timing checks after the Helix Rift spike; the page settled back near the other game pages after cache warm-up.

    Updates page color refresh

    • Reworked the Updates page onto a light canvas with white update cards, dark readable copy, and Cobra red accents.
    • Scoped the page background so the global red site gradient no longer wraps the updates log.
    • Bumped the child theme stylesheet version so production browsers request the refreshed CSS.

    Hextris first-click fix and game stability pass

    • Repositioned and enlarged the invisible Hextris start-button hitbox so the visible Play triangle and Play label start the game on the first click or tap.
    • Fixed a Hextris script parse issue caused by adjacent bundled closures.
    • Moved the Hextris purge state onto a Cobra Helix namespaced global to avoid collisions with cache or optimization tooling.
    • Guarded the Radius modal binding so shared site JavaScript does not throw errors on pages without the Radius modal.
    • Verified production Hextris in a browser: the visible Play button starts the game, desktop and mobile-size checks pass, and no page-level JavaScript errors were thrown.

    Production performance and safety cleanup

    • Added a short transient cache to the header spinner markup to reduce repeated production work during page loads.
    • Moved exposed backup files out of the Cobra Helix webroot so public requests no longer serve them.
    • Purged the production error log after review so new issues are easier to spot.
    • Fixed the anonymous /likes/ error on production and smoke-tested the page afterward.
    • Ran production timing checks across the home page and game pages to identify the heavier game-load targets for follow-up.