WarGames

Audio problem: When Jennifer gives David a ride home near the beginning of the movie, you hear David's dog barking. In the next shot, we see the dog is running down the front path and it barks a couple more times. Look closely at its mouth, it's not barking.

Audio problem: When Jennifer gives David a ride home near the beginning of the film, as David gets on her bike, she looks round and tells him to "Hop on" without moving her lips. (00:18:20)

Audio problem: In the scene where the plane carrying Matthew Broderick is landing in Oregon, the plane shown landing is propeller driven. The sound effect is a jet engine aircraft.

Audio problem: When Falcon types at the end of the movie, he says "hello Joshua" as he types. Only "Hello." shows up, but you can hear him type more than six characters.

Continuity mistake: Near the end of the movie, the panel has JPE 1704 TKS showing, but when Joshua finds the launch code, CPE 1704 TKS is blinking on the screen.

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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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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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