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How to detect turbo mode in Scratch projects

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GA

GameGuardian_Alex

Posted on January 22, 2024 • Advanced

🛡️ Need turbo mode detection for fair leaderboards

Hey everyone! I’m creating a competitive game with a leaderboard system where players compete for the fastest completion times. The problem is that turbo mode gives players an unfair advantage by speeding up the game loop.

  • Want to maintain fair competition in my leaderboard
  • Need to detect when players are using turbo mode
  • Looking for reliable detection methods that can’t be easily bypassed

Any advanced programmers know how to implement this? I want to ensure my leaderboard only shows legitimate times! 🏆

AC

AntiCheat_Master

Replied 1 hour later • ⭐ Best Answer

Great question @GameGuardian_Alex! Turbo mode detection is crucial for competitive games. Here are several reliable methods:

🎯 Method 1: Position-Based Detection

This method uses the fact that turbo mode speeds up loops but not timers:

    when flag clicked
set [x position v] to [0]
forever
change [x position v] by [1]
if <(x position) > [40]> then
broadcast [turbo mode detected v]
stop [all v]
end
end

when flag clicked
forever
set [x position v] to [0]
wait (1) seconds
end
  

⏱️ Method 2: FPS Counter Detection

A more sophisticated approach using frame rate detection:

    when flag clicked
set [time v] to ((86400) * (days since 2000))
set [fps v] to [30]
wait (0) seconds // prevents fps from going to Infinity
forever
set [fps v] to ((1) / (((86400) * (days since 2000)) - (time)))
set [time v] to ((86400) * (days since 2000))
if <(fps) > [40]> then
broadcast [turbo detected v]
say [Turbo mode detected! Please disable it.] for (3) seconds
stop [all v]
end
end
  

🔒 Method 3: Multi-Layer Detection

Combine multiple detection methods for better reliability:

    // Detection sprite setup
when flag clicked
set [detection count v] to [0]
set [turbo detected v] to [false]

// Timer-based detection
when flag clicked
set [timer check v] to [0]
forever
change [timer check v] by [1]
wait (0.1) seconds
if <(timer check) > [4]> then
change [detection count v] by [1]
set [timer check v] to [0]
end
end

// Loop-based detection  
when flag clicked
set [loop check v] to [0]
forever
change [loop check v] by [1]
if <(loop check) > [100]> then
change [detection count v] by [1]
set [loop check v] to [0]
end
end

// Final verification
when flag clicked
forever
if <(detection count) > [2]> then
set [turbo detected v] to [true]
broadcast [game over - cheating v]
stop [all v]
end
wait (1) seconds
set [detection count v] to [0]
end
  

🚀 Method 4: Advanced Timestamp Detection

For the most accurate detection, use real-world timestamps:

    when flag clicked
set [start time v] to ((86400) * (days since 2000))
set [frame count v] to [0]
set [expected fps v] to [30]

forever
change [frame count v] by [1]
set [current time v] to ((86400) * (days since 2000))
set [elapsed time v] to ((current time) - (start time))

if <(elapsed time) > [1]> then
set [actual fps v] to ((frame count) / (elapsed time))

if <(actual fps) > ((expected fps) * [1.3])> then
say [Turbo mode detected! Disabling leaderboard submission.] for (3) seconds
set [leaderboard enabled v] to [false]
end

set [start time v] to (current time)
set [frame count v] to [0]
end
end
  

💡 Implementation Tips

  • Hide detection sprites: Make them invisible or use existing sprites
  • Multiple thresholds: Use different sensitivity levels for warnings vs. blocking
  • Grace period: Allow brief spikes to account for lag
  • User feedback: Clearly communicate when turbo mode is detected

These methods will effectively protect your leaderboard integrity! 🛡️

GA

GameGuardian_Alex

Replied 45 minutes later

@AntiCheat_Master This is absolutely perfect! 🎉

I implemented the multi-layer detection and it works flawlessly. My leaderboard is now protected and players can’t cheat their way to the top. The timestamp method is particularly clever!

One question - should I also add a warning system before completely blocking the player?

FS

FairPlay_Specialist

Replied 2 hours later

@GameGuardian_Alex Absolutely! Here’s a progressive warning system:

    when I receive [turbo detected v]
if <(warning count) < [3]> then
change [warning count v] by [1]
say (join [Warning ] (join (warning count) [/3: Please disable turbo mode!])) for (2) seconds
else
say [Turbo mode detected 3 times. Leaderboard disabled.] for (3) seconds
set [leaderboard enabled v] to [false]
broadcast [player banned v]
end
  

This gives players a chance to correct their behavior before permanent consequences. Great for user experience! 👍

VB

Vibelf_Community

Pinned Message • Moderator

🛡️ Master Advanced Anti-Cheat Systems

Excellent discussion on turbo mode detection! For developers looking to implement even more sophisticated anti-cheat systems, our experts can help with:

  • 🔍 Advanced cheat detection algorithms
  • 🏆 Secure leaderboard systems
  • 📊 Player behavior analysis
  • 🔐 Data integrity protection

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