---
title: "Setting highscores on Apple GameCenter"
menu:
    tutes:
        weight: 2
---

# Setting highscores on Apple's GameCenter

## The setup

In this tutorial, I'm going to show you how simple it is to creatively interfere
with Apple Game Center traffic using mitmproxy. To set things up, [install the
mitmproxy root certificate]({{< relref concepts-certificates >}}). Then start
mitmproxy on your desktop, and configure the iPhone to use it as a proxy.

## Taking a look at the Game Center traffic

Lets take a first look at the Game Center traffic. The game I'll use in this
tutorial is [Super Mega
Worm](https://itunes.apple.com/us/app/super-mega-worm/id388541990?mt=8) - a
great little retro-apocalyptic sidescroller for the iPhone:

{{< figure src="/tute-highscores/supermega.png" >}}

After finishing a game (take your time), watch the traffic flowing through
mitmproxy:

{{< figure src="/tute-highscores/one.png" >}}

We see a bunch of things we might expect - initialisation, the retrieval
of leaderboards and so forth. Then, right at the end, there's a POST to
this tantalising
URL:

{{< highlight none  >}}
https://service.gc.apple.com/WebObjects/GKGameStatsService.woa/wa/submitScore
{{< / highlight >}}

The contents of the submission are particularly interesting:

{{< highlight xml  >}}
<plist version="1.0">
  <dict>
    <key>scores</key>
    <array>
      <dict>
        <key>category</key>
        <string>SMW_Adv_USA1</string>
        <key>context</key>
        <integer>0</integer>
        <key>score-value</key>
        <integer>55</integer>
        <key>timestamp</key>
        <integer>1363515361321</integer>
      </dict>
    </array>
  </dict>
</plist>
{{< / highlight >}}

This is a [property list](https://en.wikipedia.org/wiki/Property_list),
containing an identifier for the game, a score (55, in this case), and a
timestamp. Looks pretty simple to mess with.

## Modifying and replaying the score submission

Lets edit the score submission. First, select it in mitmproxy, then
press <span data-role="kbd">enter</span> to view it. Make sure you're
viewing the request, not the response -you can use
<span data-role="kbd">tab</span> to flick between the two. Now press
<span data-role="kbd">e</span> for edit. You'll be prompted for the part
of the request you want to change - press <span data-role="kbd">r</span>
for raw body. Your preferred editor (taken from the EDITOR environment
variable) will now fire up. Lets bump the score up to something a bit
more ambitious:

{{< highlight xml  >}}
<plist version="1.0">
  <dict>
    <key>scores</key>
    <array>
      <dict>
        <key>category</key>
        <string>SMW_Adv_USA1</string>
        <key>context</key>
        <integer>0</integer>
        <key>score-value</key>
        <integer>2200272667</integer>
        <key>timestamp</key>
        <integer>1363515361321</integer>
      </dict>
    </array>
  </dict>
</plist>
{{< / highlight >}}

Save the file and exit your editor.

The final step is to replay this modified request. Simply press
<span data-role="kbd">r</span> for replay.

## The glorious result and some intrigue

{{< figure src="/tute-highscores/leaderboard.png" >}}

And that's it - according to the records, I am the greatest Super Mega Worm
player of all time.

There's a curious addendum to this tale. When I first wrote this tutorial, all
the top competitors' scores were the same: 2,147,483,647 (this is no longer the
case, because there are now so many fellow cheaters using this tutorial). If you
think that number seems familiar, you're right: it's 2^31-1, the maximum value
you can fit into a signed 32-bit int. Now let me tell you another peculiar thing
about Super Mega Worm - at the end of every game, it submits your highest
previous score to the Game Center, not your current score. This means that it
stores your highscore somewhere, and I'm guessing that it reads that stored
score back into a signed integer. So, if you **were** to cheat by the relatively
pedestrian means of modifying the saved score on your jailbroken phone, then
2^31-1 might well be the maximum score you could get. Then again, if the game
itself stores its score in a signed 32-bit int, you could get the same score
through perfect play, effectively beating the game. So, which is it in this
case? I'll leave that for you to decide.
