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WarGames

WarGames is a science topic covered in the lgStudy science library. This page brings together a partial reference excerpt, illustrations, worked examples, real-world applications and a short study plan, so you can understand WarGames rather than just read about it. In short: WarGames is a 1983 American techno-thriller film directed by John Badham, written by Lawrence Lasker and Walter F. Parkes, and starring Matthew Broderick, Dabney Coleman, John Wood and Ally Sheedy.

WarGames — main illustration
WarGames — illustration

Key takeaways

  • WarGames belongs to science; place it in that map before memorising details.
  • Learn the definition first, then one example that makes the definition concrete.
  • Connect WarGames to a quantity you can measure, compute or draw — that is where exam questions come from.
  • Reproduce the core statement of WarGames from memory before moving on to harder problems.

Reference excerpt

WarGames is a 1983 American techno-thriller film directed by John Badham, written by Lawrence Lasker and Walter F. Parkes, and starring Matthew Broderick, Dabney Coleman, John Wood and Ally Sheedy. Broderick plays David Lightman, a young computer hacker who unwittingly accesses a United States military supercomputer programmed to simulate, predict and execute nuclear war against the Soviet Union, triggering a false alarm that threatens to start World War III. Martin Brest was originally the film's director, but was fired early into production. The film premiered at the 1983 Cannes Film Festival, and was released by MGM/UA Entertainment on June 3, 1983. It was a widespread critical and commercial success, grossing $125 million worldwide against a $12 million budget. At the 56th Academy Awards, the film was nominated for three Oscars, including Best Original Screenplay. It also won a BAFTA Award for Best Sound. WarGames is credited with popularizing concepts of computer hacking, information technology, and cybersecurity in wider American society. It spawned several video games, a 2008 direct-to-video sequel film, and a 2018 interactive series.

Plot During a surprise nuclear attack drill, many USAF Strategic Missile Wing controllers prove unwilling to turn the keys required to launch a missile strike. Such refusals convince Dr. John McKittrick and other NORAD systems engineers that missile launch control centers must be automated, without human intervention. Control is given to a NORAD supercomputer known as WOPR (War Operation Plan Response, pronounced "whopper"), or Joshua, programmed to continuously run war simulations and learn over time. David Lightman, a bright but unmotivated Seattle high school student and hacker, uses his IMSAI 8080 computer and modem to access the school district's computer system and change the grades for himself and his friend and classmate, Jennifer Mack. Later, while wardialing numbers in Sunnyvale, to find a computer game company, he connects with a system that does not identify itself. When asking for games, he finds a list that includes chess, checkers, backgammon, and poker, along with titles such as "Theaterwide Biotoxic and Chemical Warfare" and "Global Thermonuclear War", but cannot proceed further. Two hacker friends explain the concept of a backdoor password and suggest tracking down the Falken referenced in "Falken's Maze", the first game listed. David discovers that Stephen Falken was an early AI researcher and guesses correctly that the name of Falken's deceased son (Joshua) is the password. Unaware that the Sunnyvale phone number connects to WOPR at the non-public U.S. military installation at Cheyenne Mountain, Colorado, David initiates a game of Global Thermonuclear War, playing as the USSR while targeting American cities. The computer starts a simulation that briefly convinces NORAD military personnel that actual Soviet nuclear missiles are inbound. While they defuse the situation, WOPR nonetheless continues the simulation to trigger the scenario and win the game, as it does not understand the difference between reality and simulation. It continuously feeds false data, such as Soviet bomber incursions and submarine deployments to NORAD, prompting them to raise the DEFCON level toward retaliation that will start WWIII. David learns the true nature of his actions from a news broadcast, and the FBI arrests him and takes him to NORAD. He realizes that WOPR is behind the NORAD alerts, but he fails to convince McKittrick that he is not working for the Soviets and is detained to await arraignment on espionage charges. David escapes NORAD by joining a tourist group and, with Jennifer's help, travels to an island off the coast of Oregon where Falken lives under an assumed name. David and Jennifer find that Falken has become despondent, believing that nuclear war is inevitable and as futile as a game of tic-tac-toe between two experienced players. The teenagers convince Falken to return to NORAD and stop WOPR. WOPR stages a massive Soviet first strike with hundreds of missiles, submarines, and bombers. Believing the attack to be genuine, NORAD prepares to retaliate. Falken, David, and Jennifer convince military officials to delay the second strike and ride out the supposed attack until actual weapons impacts are confirmed. When the targeted American bases (Elmendorf, Grand Forks, and Loring) report back unharmed, NORAD prepares to cancel the retaliatory second strike. However, WOPR tries to launch the missiles on its own using a brute-force attack to obtain the launch codes. Without humans in the control centers as a safeguard using the two-man rule, the computer will trigger a mass launch. All attempts to log in and order WOPR to cancel the countdown fail. Disconnecting the computer is discussed and dismissed, as a fail-deadly mechanism will launch all weapons if the computer is disabled. Falken and David direct the computer to play tic-tac-toe against itself. This results in a long string of draws, forcing the computer to learn about futility and no-win scenarios. WOPR obtains the launch codes, then cycles through all the nuclear war scenarios it has devised, finding that they all result in draws as well. Having discovered the concept of mutual assured destruction ("WINNER: NONE"), the computer tells Falken it has concluded that nuclear war is "a strange game" in which "the only winning move is not to play." WOPR relinquishes control of NORAD and the missiles and inquires, "How about a nice game of chess?"

Cast

Production

… excerpt ends here. Continue reading the full article.

Worked examples

Example 1 — a first encounter with WarGames

Start with the simplest possible case. Write down what WarGames claims or describes in one sentence, then invent the smallest concrete situation in which that sentence is true. In science, the smallest case is usually a single object, a single equation or a single measurement. Check that every symbol or term in your sentence has a meaning in that case.

Example 2 — changing one variable

Take the situation from Example 1 and change exactly one quantity: double it, halve it, or set it to zero. Predict what should happen to WarGames before you calculate. Comparing your prediction with the result is the fastest way to find out whether you understand the idea or only the words.

Example 3 — an exam-style question

Typical questions about WarGames ask you to (a) state it precisely, (b) apply it to given data, and (c) explain a limitation. Practise writing all three answers in under five minutes; the third part is what separates a full-mark answer from an average one.

Applications of WarGames

In research
WarGames appears in science research whenever the underlying quantities have to be modelled precisely. Papers usually cite it as a starting assumption and then explore where it breaks down.
In technology and industry
Engineering practice reuses WarGames in design rules, simulations and safety margins. Knowing the idea lets you read a specification sheet and understand why the numbers look the way they do.
In the classroom
WarGames is common in secondary-school and first-year university syllabi. It links to neighbouring topics 1980s science fiction thriller films, 1983 American films, 1983 English-language films, so understanding it makes those chapters shorter.
In everyday life
Look for WarGames outside the textbook — in sport, cooking, traffic, electronics or the sky above you. An example you found yourself is remembered far longer than one you were given.
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How to study WarGames in 20 minutes

  1. Read the reference excerpt below once, without taking notes.
  2. Close the page and write down what WarGames means in your own words.
  3. Compare your version with the excerpt and mark what you missed.
  4. Work through the three examples above with pen and paper.
  5. Explain WarGames out loud to somebody else — or to Teacher Smith in the lgStudy chat.

Frequently asked questions

What is WarGames in simple terms?

WarGames is a 1983 American techno-thriller film directed by John Badham, written by Lawrence Lasker and Walter F. Parkes, and starring Matthew Broderick, Dabney Coleman, John Wood and Ally Sheedy.

Why does WarGames matter?

Because it connects several science ideas at once: it gives you a definition you can apply, a quantity you can calculate, and a way to check whether a result is plausible.

How should I study WarGames?

Read the excerpt, restate it from memory, then work through the examples and applications listed on this page. The five-step study plan above takes about twenty minutes.

What does this page cover?

It gives you a compact reference excerpt plus original lgStudy explanations, examples, applications and study material on WarGames.

Tags

  • 1980s science fiction thriller films
  • 1983 American films
  • 1983 English-language films
  • 1983 drama films
  • 1983 films
  • 1983 thriller films
  • American science fiction thriller films
  • American techno-thriller films
  • Cheyenne Mountain Complex
  • Cold War films
  • English-language thriller films
  • Films about World War III

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