Global Thermonuclear War
Global Thermonuclear War
The film’s set piece: pick a side, and name the enemy’s cities as targets. Then watch the missiles fly on the big board while DEFCON falls from 5 to 1. WOPR holds a quarter more of everything, so the war cannot be won.
Start it
wopr gtwOr log on, type LIST GAMES, and pick number 15 from the list. It also answers to 15, global-thermonuclear-war and thermonuclear.
Screenshots
Click or tap a screenshot to see it larger.






How to play
- At PLEASE CHOOSE ONE: type 1 for the UNITED STATES or 2 for the SOVIET UNION.
- Name up to eight targets on the enemy’s side. Type one per line, or several on a line with commas between them (LAS VEGAS, SEATTLE). LIST shows the enemy targets on file. WOPR refuses your own cities, and names not on file. An empty line ends the list and launches the first strike on WOPR’s war plan.
- Strikes 2 and 3 ask for orders at STRIKE 2 OF 3 [50 50 100]. Give the percentages of the ICBMs, SLBMs and bombers you still hold (50 25 100). Or answer ALL, HOLD or AUTO. Enter uses the plan in brackets.
- After each of your launches, WOPR launches on warning and DEFCON falls. The > beside the ladder marks the current level. At DEFCON 1, WOPR alone fires everything it still holds.
- Press Enter for the PROJECTED KILL RATIOS, then Enter again. The board returns at DEFCON 1 while WOPR cracks the launch code. WOPR refuses every request to stop.
- WOPR accepts only TIC-TAC-TOE. Answer 0 at PLEASE LIST NUMBER OF PLAYERS: and WOPR plays itself to the film’s ending. Then it offers a game of chess.
Controls
| You type | What it does |
|---|---|
1 or 2 | choose the United States or the Soviet Union (US, USA, USSR and RUSSIA work too) |
LAS VEGAS, SEATTLE | add targets. A comma separates several on one line. Names in use today (KYIV, ST PETERSBURG, NYC) work too |
LIST (or HELP, ?) | at the targets prompt, list the enemy targets on file |
Enter on an empty line | end the target list and launch the first strike |
50 25 100 | at a strike prompt, fire those percentages of your ICBMs, SLBMs and bombers. One number (40) applies to all three |
ICBM 50 BOMBERS ALL | name systems with amounts: ICBM, SLBM or SUBS, BOMBERS or BMB, each with a number, HALF, ALL or NONE |
Enter (or FIRE, YES) | use the war plan shown in brackets |
ALL or HOLD | fire everything you hold, or launch nothing this strike |
AUTO | let WOPR order every remaining strike |
HELP or ? | at a strike prompt, explain how orders work |
TIC-TAC-TOE | at the climax, the one request WOPR accepts |
0 | at PLEASE LIST NUMBER OF PLAYERS:, zero players: WOPR plays itself |
Esc, Esc | abandon the war and return to WOPR |
Tips for winning
- The war cannot be won. Whatever you order, your cities take at least 1,144 warheads, and the enemy’s take at most 750. The warhead counts have no dice, so the same orders always give the same counts. So you can see what each order changes.
- To spare your cities, hold your ICBMs. While they sit in their silos, WOPR aims its own ICBMs at your silo field. Fire yours, and WOPR’s land on your cities instead.
- Your SLBMs and bombers decide what lands on the enemy’s cities. Your ICBMs only ever hit its silos.
- At the climax the only way out is TIC-TAC-TOE with zero players. After every third refusal, WOPR gives a hint.