I had a somewhat similar story a few years ago with Bejeweled 2 (except that I didn't seek a way to cheat, just came across it).
I wrote it up here: http://timotheeboucher.com/on-writing-laconic-error-messages... but the gist of it was that their score submission endpoint required a checksum, but the error message if the checksum was wrong was:
<Response type="error" reason="Checksum failed (ext_csm = cc7ae8d3d26d911f9d6e6178d93b9fc0, int_csm = c1f19e476622b8df7f830ee0c45df533)" server_ver="1.0"/>
Yes, the `int_csm` value is the checksum the server expected instead of the one I had passed. It would tell you "you're wrong. But here is the correct answer". I could then just re-submit with the proper value…