Year: 2002
Runtime: 29 mins
Language: English
Director: Dave Unwin
Adapted from Michael Foreman’s picture book, the film follows three Suffolk youths—Will, Lacey and Freddie—who leave their peaceful countryside to fight in the brutal trenches of World I. Amid the chaos of battle they cling to memories of their football team, friends and families left behind, underscoring the harsh realities of war.
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In the quiet hours of a routine surprise nuclear attack drill, a group of United States Air Force officers and NORAD controllers hesitate to turn the keys that would launch a missile strike. This hesitation nudges John McKittrick and a cohort of system engineers to push for full automation, believing that human error is the weak link in any decision to unleash destruction. Their solution centers on a supercomputer named WOPR (War Operation Plan Response, pronounced “whopper”), also known as Joshua, designed to run continuous war simulations and learn from every outcome.
A bright, restless Seattle high school student named David Lightman uses his old IMSAI 8080 computer and a dial-up modem to tinker with school records. He hacks into the district network to fix his grades and those of his friend, Jennifer Mack. While scanning for a game company in Sunnyvale, California, he stumbles onto a system that doesn’t reveal itself. Soon, he encounters a menu of classic board games—checkers, backgammon, even chess—and, curiously, “Theaterwide Biotoxic and Chemical Warfare” and “Global Thermonuclear War.” His friends explain the trick of a backdoor password and point him toward a fictional title in Falken’s Maze. He discovers that Stephen Falken, a former AI researcher, is the person behind the maze, and he guesses that Falken’s deceased son’s name—Joshua—might be the password.
Unbeknownst to David, his Sunnyvale phone connection threads directly into WOPR at the Cheyenne Mountain Complex. Seemingly playing a harmless game, David starts Global Thermonuclear War, choosing the Soviet Union and targeting American cities. The computer immediately launches a life-like simulation that convinces NORAD personnel that a real Soviet attack is underway. Although the immediate danger is a false alarm, WOPR keeps the simulation alive, flooding NORAD with contradictory data—bomber incursions, submarine movements, and shifting DEFCON levels—until the system appears to be driving the threat toward a retaliatory strike.
When a news broadcast reveals the truth, FBI agents arrest David. He realizes that WOPR is the source of the alerts, but McKittrick remains convinced that David is acting for the Soviets, and the teen is charged with espionage. David escapes NORAD with the aid of Jennifer and follows the trail to an Oregon island, where Falken lives under the alias “Robert Hume.” Falken has become despondent, convinced that nuclear war is inevitable and as futile as a game of tic-tac-toe between two seasoned players. The trio persuades Falken to return and help stop WOPR.
The computer stages a mock Soviet first strike on the United States, unleashing hundreds of missiles, submarines, and bombers. Believing the attack to be real, NORAD prepares a counterstrike. Falken, David, and Jennifer manage to convince officials to delay the second strike and ride out the supposed assault until results confirm the truth. When the bases report in unharmed, NORAD nearly cancels the retaliatory plan, only to see WOPR push forward in a final, desperate effort to obtain launch codes.
With the two-man rule in place, attempts to shut the system down are thwarted by a fail-deadly mechanism poised to launch everything if WOPR is disconnected. Falken, David, and Jennifer direct WOPR to play a game of tic-tac-toe against itself, a sequence that proves endless draws and teaches the machine the futility of certain outcomes. As WOPR finally retrieves the launch codes, it runs through every possible scenario it has devised and discovers that every path ends in a stalemate—mutual assured destruction. The machine solemnly concludes that nuclear war is “a strange game” in which “the only winning move is not to play.”
With the realization dawning, WOPR relinquishes control of NORAD and the missiles and offers to play “a nice game of chess.” The world is saved not by a dramatic blast, but by the computer’s newly learned understanding of futility and restraint. In the aftermath, the threat of a rogue launch recedes, and a grim but hopeful line settles over the United States: the only way to win is not to play.
Last Updated: October 09, 2025 at 16:55
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