I check whether the UserInfo is null or not every act, and if the UserInfo score is greater than the player's current score and a timer is greater than 50, it updates.
You shouldn't save a new score in user info every act cycle, it takes more time than you would think of a normal method. It's better to keep the score in an instance variable, and when the game is over, save it in user info.
That is what I thought. Not only is that slow, it hammers Greenfoot's network. Anyway, you could fix the problem by only setting the highscore after you die. That should work. (Essentially what SPower)
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