WarGames

Plot hole: McKittrick says the computer will not accept the launch codes unless they are at DEFCON 1. At the end of the climax the computer is trying to guess the code while they are at DEFCON 1. So why couldn't they just go back to a different DEFCON before the correct code was guessed?

Plot hole: When Joshua is trying to guess the launch codes, it gets the characters one by one and "locks" them in. You can't "guess" a code like this. You have to get the whole thing correct at one time. Why would it take so long for Joshua to guess each character, if that's how things worked? If the code consists of letters and numbers then there's only 36 per character.

Plot hole: Why is David the only one aware that the computer is still playing the game? The NORAD people should have been aware the "simulation" was still running including the countdown. They believed the Soviets were really carrying out troop movements and bomber attacks over Alaska, did they never once look at the screen telling them "game time elapsed/remaining" and conclude none of it was real?

Plot hole: It makes no sense that NORAD would inform the media about the false missile attack since they know at that point it was a simulation and no real danger was at hand.

jbrbbt

Plot hole: Having a launch code that is visible to anyone who passes the control terminal does not make any sense especially given the power behind what that code does (launching of nuclear warheads).

jerimiah

Plot hole: Given the number of possible combinations the launch code could be (over 3600 trillion possibilities) it makes no sense that W.O.P.R cannot process that significantly quicker given how easily it's able to calculate thousands of ICBM impacts, damage inflicted, casualties, etc. for each "War Scenario" at the end as quickly as it does to determine a winner.

jerimiah

Factual error: At the end of the movie WOPR tries to crack the launch-code using brute force. So far so good. When WOPR finds out one digit of the 10 digit code, the first digit locks and the search goes on with the remaining 9 digits. Then he finds the second one, it locks too and so on. Problem is, brute force doesn't work that way. It would be too easy (26 letters and 10 numbers = only 36 possibilities for one digit). Brute-Force works only "all or nothing", you can't sneak your way to the whole code one by one.

Goekhan

More mistakes in WarGames

Stephen Falken: The whole point was to find a way to practise nuclear war without destroying ourselves. To get the computers to learn from mistakes we couldn't afford to make. Except, I never could get Joshua to learn the most important lesson.
David Lightman: What's that?
Stephen Falken: Futility. That there's a time when you should just give up.
Jennifer: What kind of a lesson is that?
Stephen Falken: Did you ever play tic-tac-toe?
Jennifer: Yeah, of course.
Stephen Falken: But you don't anymore.
Jennifer: No.
Stephen Falken: Why?
Jennifer: Because it's a boring game. It's always a tie.
Stephen Falken: Exactly. There's no way to win. The game itself is pointless! But back at the war room, they believe you can win a nuclear war. That there can be "acceptable losses."

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Trivia: Closely listen to the TV playing in the background, when Mathew Broderick comes home from school, before all his trouble starts with the Feds. The local news is on, and is saying "a fire broke out in a prophylactic recycling factory."

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Question: Although I don't know for sure, I believe I read somewhere that the voice used for Joshua was John Wood (Falken) recording words backwards then reversing the tape so the words would come out forwards but in a machine-like sound. Is this correct?

Answer: Writer Walter Parkes explained they had John Wood read the dialog backwards to give it a flat tone (i.e. Game a play to like you would). Then after rearranging it they would synthesize and process it to give it an electronic quality.

Bishop73

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