History Main / DilatingDoor

26th Aug '15 7:53:16 PM nombretomado
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* In ''MysteryScienceTheater3000'', the main characters are compelled through an elaborate series of variously opening doors and into the screening room.
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* In ''MysteryScienceTheater3000'', ''Series/MysteryScienceTheater3000'', the main characters are compelled through an elaborate series of variously opening doors and into the screening room.

** Parodied in ''VideoGame/{{Fallout 3}}'' in the Mechanist's Lair where the main entrance is a ridiculously complex set of doors that take easily couple of minutes to open entirely. It's also a ShoutOut to ''Series/GetSmart'' and/or ''MysteryScienceTheater3000'', being exactly the same as one of the doors in both those series' famous door sequences.
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** Parodied in ''VideoGame/{{Fallout 3}}'' in the Mechanist's Lair where the main entrance is a ridiculously complex set of doors that take easily couple of minutes to open entirely. It's also a ShoutOut to ''Series/GetSmart'' and/or ''MysteryScienceTheater3000'', ''Series/MysteryScienceTheater3000'', being exactly the same as one of the doors in both those series' famous door sequences.
26th Jul '15 10:57:38 AM AgProv
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linking
** This sort of doorway is also explored by Creator/MichaelMoorcock in TheElricSaga. Elric must enter the perilous Pulsating Cavern, which has a certain ''organic'' quality to it....
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** This sort of doorway is also explored by Creator/MichaelMoorcock in TheElricSaga. Elric must enter the perilous '''[[FreudianSlipperySlope Pulsating Cavern, Cavern]]''', which has a certain ''organic'' quality to it.... it...
26th Jul '15 10:51:55 AM AgProv
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Elric and the Pulsating Cavern
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** This sort of doorway is also explored by Creator/MichaelMoorcock in TheElricSaga. Elric must enter the perilous Pulsating Cavern, which has a certain ''organic'' quality to it....
15th May '15 9:44:40 PM nombretomado
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* ''{{Halo}}''. Most Covenant and Forerunner doors are like this. Covenant doors beep before they open though. The Flood-overrun High Charity in the third game has sphincter doors similar to ''Prey''.
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* ''{{Halo}}''.''Franchise/{{Halo}}''. Most Covenant and Forerunner doors are like this. Covenant doors beep before they open though. The Flood-overrun High Charity in the third game has sphincter doors similar to ''Prey''.
9th Mar '15 11:26:00 AM TheUnsquished
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Namespacing. Moved Video Game section to proper place.
* The doors on the industrial ship in ''GhostInTheShell: Innocence'' don't make any sense. They consists of four squared panels fixed to two hinges on each side of the doorframe at middle height which are tilted sideways and into the walls. However, it [[RuleOfCool looks quite cool]] when Batou charges through the coridors and every 15 meters one of these opens just a split second before he reaches it.
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* The doors on the industrial ship in ''GhostInTheShell: ''Anime/GhostInTheShell: Innocence'' don't make any sense. They consists of four squared panels fixed to two hinges on each side of the doorframe at middle height which are tilted sideways and into the walls. However, it [[RuleOfCool looks quite cool]] when Batou charges through the coridors and every 15 meters one of these opens just a split second before he reaches it.

* James White was fond of this in his ''SectorGeneral'' books, even having a speech about what kind of doors there are in the universe. Essentially, doors can open through hinges, slide in or out, open up or down, dilate clockwise or counterclockwise, or create a quantum-physics manipulating field around themselves so that every atom of a person can pass through without hitting the atoms in the door. The person making the speech went on to say that no civilization in the universe was known to be advanced enough to use the last option, and if any were ever to be encountered, [[SufficientlyAdvancedAliens "we will be sure to be very polite."]]
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* James White was fond of this in his ''SectorGeneral'' ''Literature/SectorGeneral'' books, even having a speech about what kind of doors there are in the universe. Essentially, doors can open through hinges, slide in or out, open up or down, dilate clockwise or counterclockwise, or create a quantum-physics manipulating field around themselves so that every atom of a person can pass through without hitting the atoms in the door. The person making the speech went on to say that no civilization in the universe was known to be advanced enough to use the last option, and if any were ever to be encountered, [[SufficientlyAdvancedAliens "we will be sure to be very polite."]]

* In ''{{Traveller}}'', spaceships could have iris (dilating) doors.
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* In ''{{Traveller}}'', ''TabletopGame/{{Traveller}}'', spaceships could have iris (dilating) doors.

[[folder:WebComics]] * Subverted in [[http://bobadventures.comicgenesis.com/d/20100116.html this strip]] from ''TheInexplicableAdventuresOfBob,'' when Bob is surprised that alien doors have doorknobs. * In ''{{Drowtales}}'', the forest-dwelling light elves make use of a magical version of this trope, formed from living, moving wood that spirals open. [[/folder]] [[folder:WesternAnimation]] * In one episode of ''WesternAnimation/{{Cyberchase}}'', the kids go to Symmetria to find Ava. The building they encounter has a round door with four holes in it, mounted into a wall with four holes in it. By default, the holes don't align, but every once in a while, the door rotates so that they do align briefly. The trick to getting through is to jump through ''while it's moving''. Nobody gets stuck in it, but it's just asking to happen. Good thing those kids are fairly nimble... * In ''WesternAnimation/TheLegendOfKorra'', the doors in the police station are a semi-complex pattern of sliding metal slats. Justified, because the main body of the police force are trained [[ExtraOreDinary Metal Benders]], and it's their powers - not mechanisms - that move the doors around. Most of the other doors in the series are traditionally hinged or manually slid doors. [[/folder]]

* The doors in {{Descent}} have a variety of opening animations, from just two panels sliding vertically apart, up to to six-part dilating doors, and several in between. * The ''{{Metroid}}'' series is an excellent example given that pretty much every door needs to be shot to open. Sometimes they require multiple shots. Sometimes they [[LockedDoor need missiles]]. ** This is explained in the ''MetroidPrime'' games as being a method of bypassing the door's normal opening mechanism; you're basically lowering a weak shield that's there to keep wildlife (or you in the case of stronger ones) out and the doors are opening automatically (presumably there's a more peaceful manner of opening the doors). The ones that need missiles explicitly have a blast shield (which disappears after being removed the first time) on them for extra security. Some areas of ''VideoGame/SuperMetroid'' have doors which lack the shields and just let your straight through when you approach.
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* The doors in {{Descent}} ''VideoGame/{{Descent}}'' have a variety of opening animations, from just two panels sliding vertically apart, up to to six-part dilating doors, and several in between. * The ''{{Metroid}}'' ''Franchise/{{Metroid}}'' series is an excellent example given that pretty much every door needs to be shot to open. Sometimes they require multiple shots. Sometimes they [[LockedDoor need missiles]]. ** This is explained in the ''MetroidPrime'' ''VideoGame/MetroidPrime'' games as being a method of bypassing the door's normal opening mechanism; you're basically lowering a weak shield that's there to keep wildlife (or you in the case of stronger ones) out and the doors are opening automatically (presumably there's a more peaceful manner of opening the doors). The ones that need missiles explicitly have a blast shield (which disappears after being removed the first time) on them for extra security. Some areas of ''VideoGame/SuperMetroid'' have doors which lack the shields and just let your straight through when you approach.

* ''QuestForGloryIV'' has a cave with doors that look like [[{{Squick}} giant sphincters]]; however, this is Justified since [[spoiler:the "cave" is actually the fossilized corpse of an EldritchAbomination]].
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* ''QuestForGloryIV'' ''VideoGame/QuestForGloryIV'' has a cave with doors that look like [[{{Squick}} giant sphincters]]; however, this is Justified since [[spoiler:the "cave" is actually the fossilized corpse of an EldritchAbomination]].

* ''StarshipTitanic'''s arboretum has a door that 'grows' open and closed and is made of metal plants.
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* ''StarshipTitanic'''s ''VideoGame/StarshipTitanic'''s arboretum has a door that 'grows' open and closed and is made of metal plants.

* In ''PlanetSide 1'''s [[UndergroundLevel Core Combat caverns]], the [[AdvancedAncientAcropolis Ancient Vanu facilities]] all feature large round doors which vanish when approached, then re-materialize. The doors in human facilities such as the bases and towers feature sliding doors which split along the center. Vehicle bay doors in the Tech Plants slide into the ground when a vehicle leaves the vehicle pad.
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* In ''PlanetSide ''VideoGame/PlanetSide 1'''s [[UndergroundLevel Core Combat caverns]], the [[AdvancedAncientAcropolis Ancient Vanu facilities]] all feature large round doors which vanish when approached, then re-materialize. The doors in human facilities such as the bases and towers feature sliding doors which split along the center. Vehicle bay doors in the Tech Plants slide into the ground when a vehicle leaves the vehicle pad.

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[[folder:WebComics]] * Subverted in [[http://bobadventures.comicgenesis.com/d/20100116.html this strip]] from ''Webcomic/TheInexplicableAdventuresOfBob,'' when Bob is surprised that alien doors have doorknobs. * In ''PlanetSide 1'''s [[UndergroundLevel Core Combat caverns]], ''Webcomic/{{Drowtales}}'', the [[AdvancedAncientAcropolis Ancient Vanu facilities]] all feature large forest-dwelling light elves make use of a magical version of this trope, formed from living, moving wood that spirals open. [[/folder]] [[folder:WesternAnimation]] * In one episode of ''WesternAnimation/{{Cyberchase}}'', the kids go to Symmetria to find Ava. The building they encounter has a round doors which vanish when approached, then re-materialize. door with four holes in it, mounted into a wall with four holes in it. By default, the holes don't align, but every once in a while, the door rotates so that they do align briefly. The doors trick to getting through is to jump through ''while it's moving''. Nobody gets stuck in human facilities such as it, but it's just asking to happen. Good thing those kids are fairly nimble... * In ''WesternAnimation/TheLegendOfKorra'', the bases and towers feature sliding doors which split along the center. Vehicle bay doors in the Tech Plants slide into police station are a semi-complex pattern of sliding metal slats. Justified, because the ground when a vehicle leaves main body of the vehicle pad. police force are trained [[ExtraOreDinary Metal Benders]], and it's their powers - not mechanisms - that move the doors around. Most of the other doors in the series are traditionally hinged or manually slid doors. [[/folder]]
12th Dec '14 6:51:00 PM Odon
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->''Walker pressed through the labia of the shop entrance into the heat and noise and stink of the street.''
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->''Walker -->''Walker pressed through the labia of the shop entrance into the heat and noise and stink of the street.''
24th Nov '14 2:29:38 PM HiddenWindshield
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Added Portal 2 example
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* ''Videogame/{{Portal 2}}'': ** The hatch between the Central Control Chamber and the Main Breaker Room is composed of six triangular pieces that can either be inserted and removed straight-on, or rotated into position to provide the standard iris effect. Which method is used appears to be up to the {{AI}} or computer that happens to be in control at the time. ** The doors intended for human use slide into the walls or [=floor/ceiling=] just like modern automatic doors. However, the locking mechanisms consists of pieces of one side which will rotate into the other side in full view of everyone. For the test chamber doors, when they're fully locked, the mechanism completes the Portal 2 logo.
24th Nov '14 1:59:44 PM HiddenWindshield
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Clarification
* ''VideoGame/{{Half-Life|1}}'' - quite a lot of the doors in the Black Mesa Complex do this vertically and horizontally. VideoGame/{{Half-Life 2}} introduces Combine doors, which look like a ton of scrap metal held in place, which all individually slide out of the way when opened.
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* ''VideoGame/{{Half-Life|1}}'' - quite a lot of the doors in the Black Mesa Complex do this vertically and horizontally. VideoGame/{{Half-Life 2}} introduces Combine doors, which look like a ton of scrap metal held in place, which all and each piece individually slide slides out of the way when the door is opened.
20th Nov '14 1:45:15 PM Takhitty
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* ''Film/{{Alien}}'': The sections of the air duct system on the starship ''Nostromo'' are seperated by dilating hatches.
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* ''Film/{{Alien}}'': The sections of the air duct system on the starship ''Nostromo'' are seperated separated by dilating hatches.
20th Nov '14 1:42:14 PM Takhitty
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* In ''WesternAnimation/TheLegendOfKorra'', the doors in the police station are a semi-complex pattern of sliding metal slats. Justified, because the main body of the police force are trained [[ExtraOreDinary Metal Benders]], and its their powers - not mechanisms - that move the doors around. Most of the other doors in the series are traditionally hinged or manually slid doors.
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* In ''WesternAnimation/TheLegendOfKorra'', the doors in the police station are a semi-complex pattern of sliding metal slats. Justified, because the main body of the police force are trained [[ExtraOreDinary Metal Benders]], and its it's their powers - not mechanisms - that move the doors around. Most of the other doors in the series are traditionally hinged or manually slid doors.
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