Visible crew/equipment: Immediately after the scene where they are removing chairs from the launch facility and installing electronic relays, there is a panning close-up shot of the WOPR. When the camera reaches the end of the WOPR, there appears to be red fabric to the left of the WOPR that moves slightly before the scene ends. It looks like the back of someone's shirt who is sitting on the floor next to the WOPR. Perhaps this is the crew member operating the Apple II that controls the lights on the WOPR? (00:23:13)
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.
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.
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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