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* Averted in ''Death to Spies''. If any enemy even spots a body, sees the player for too long, hears any noise (except the silenced pistol), or if the player has any visible Soviet gear on at all -- even after changing uniform --, has a weapon out (unless dressed as a patrolman, and then only a weapon that the others have, usually an MP-40), is doing something that doesn't match the disguise's purpose or rank (stealing a truck without being in an officer or driver's uniform) or is a patrolman/officer who can recognize if you are not one of them, they will almost immediately upon entering their "sight confirmation" begin to fire, alerting any other nearby guards, and giving chase, usually for half of the map. In many cases, they will run to hit the alarm, which will effectively end the mission because every guard in the area will be alerted to you (often well over 20-30 people), and quickly open fire if they spot you as well as give chase, often killing you very quickly if there are any sharpshooters in the area, even faster if you are headshot. Oh, and don't try hiding: they'll stay on full alert, just waiting for the chance to find you.

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* Averted in ''Death to Spies''.''VideoGame/DeathToSpies''. If any enemy even spots a body, sees the player for too long, hears any noise (except the silenced pistol), or if the player has any visible Soviet gear on at all -- even after changing uniform --, has a weapon out (unless dressed as a patrolman, and then only a weapon that the others have, usually an MP-40), is doing something that doesn't match the disguise's purpose or rank (stealing a truck without being in an officer or driver's uniform) or is a patrolman/officer who can recognize if you are not one of them, they will almost immediately upon entering their "sight confirmation" begin to fire, alerting any other nearby guards, and giving chase, usually for half of the map. In many cases, they will run to hit the alarm, which will effectively end the mission because every guard in the area will be alerted to you (often well over 20-30 people), and quickly open fire if they spot you as well as give chase, often killing you very quickly if there are any sharpshooters in the area, even faster if you are headshot. Oh, and don't try hiding: they'll stay on full alert, just waiting for the chance to find you.
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* [[InvertedTrope Inverted]] in ''CodeLyoko'', when Jérémie gets an anomalous alert on the computer and instantly thinks, "It's probably bad news."

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* [[InvertedTrope Inverted]] in ''CodeLyoko'', ''WesternAnimation/CodeLyoko'', when Jérémie gets an anomalous alert on the computer and instantly thinks, "It's probably bad news."
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* Played thankfully straight several times by both Soviet and Western radar operators during the ColdWar. Several times the computers malfunctioned and detected massive nuclear attacks from the enemy. Every time the operators (correctly) dismissed this as a bug.

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* Played thankfully straight several times by both Soviet and Western radar operators during the ColdWar.UsefulNotes/ColdWar. Several times the computers malfunctioned and detected massive nuclear attacks from the enemy. Every time the operators (correctly) dismissed this as a bug.

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* ''Franchise/StarWars''.
** The first time this happens in ''Film/ANewHope'', it's an Inversion. Obi-Wan uses a Jedi Mind Trick against two stormtroopers on the Death Star, and they do what competent guards should do, they investigate. Though in that case it really was nothing; Obi-Wan did it to cover his escape in the other direction. ** In ''Film/RevengeOfTheSith'', two [[EliteMooks Super Battle Droids]] are investigating the crashed Jedi starfighters in the hangar bay. When one hears Artoo lurking in a corner, the other stops him, saying it's nothing.

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* ''Franchise/StarWars''.
''Franchise/StarWars'':
** The first time this happens in ''Film/ANewHope'', it's an Inversion. Obi-Wan uses a Jedi Mind Trick against two stormtroopers on the Death Star, and they do what competent guards should do, they investigate. Though in that case it really was nothing; Obi-Wan did it to cover his escape in the other direction.
** In ''Film/RevengeOfTheSith'', two [[EliteMooks Super Battle Droids]] are investigating the crashed Jedi starfighters in the hangar bay. When one hears Artoo lurking in a corner, the other stops him, saying it's nothing.

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* Used at least twice in ''Franchise/StarWars''. In ''Film/ANewHope'', Obi-Wan uses it against two stormtroopers on the Death Star to cover his escape. Though in that case it really was nothing. In ''Film/RevengeOfTheSith'', two [[EliteMooks Super Battle Droids]] are investigating the crashed Jedi starfighters in the hangar bay. When one hears Artoo lurking in a corner, the other stops him, saying it's nothing.

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* Used at least twice ''Franchise/StarWars''.
** The first time this happens
in ''Franchise/StarWars''. In ''Film/ANewHope'', it's an Inversion. Obi-Wan uses it a Jedi Mind Trick against two stormtroopers on the Death Star to cover his escape. Star, and they do what competent guards should do, they investigate. Though in that case it really was nothing. nothing; Obi-Wan did it to cover his escape in the other direction. ** In ''Film/RevengeOfTheSith'', two [[EliteMooks Super Battle Droids]] are investigating the crashed Jedi starfighters in the hangar bay. When one hears Artoo lurking in a corner, the other stops him, saying it's nothing.
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* In ''Literature/DragonBones'', the heroes notice that [[spoiler: an alleged runaway slave doesn't behave like a slave, for example she hides her pain, which Ward (who had an abusive father) and Oreg (who [[AWizardDidIt has been a slave for the last few hundreds of years]]) know is strange because hiding your pain only provokes the one who caused it to beat you ''more''.]] They talk about it, but dismiss it as unimportant for the moment. It comes back to bite them when [[spoiler: that person turns out to be ... actually a slave, though not at all escaped, but on a mission for her evil master. And she's a sadist herself. Possibly also a masochist, which would explain the pain thing.]]

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-->-- '''[[http://gatherer.wizards.com/pages/card/Details.aspx?multiverseid=222203 Bump in the Night,]]'''
''MagicTheGathering'', in the Flavor Text\\

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-->-- '''[[http://gatherer.wizards.com/pages/card/Details.aspx?multiverseid=222203 Bump in the Night,]]'''
''MagicTheGathering'', in the
Night,]]''' Flavor Text\\Text, ''MagicTheGathering'' \\
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** In ''Innistrad'', plane filled with horror tropes, we get [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=222203 Bump in the Night]] and [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=237360 Feeling of Dread]].

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** In ''Innistrad'', plane filled with horror tropes, we get [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=222203 Bump in the Night]] and [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=237360 Feeling of Dread]].Dread.]]
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* In a chapter of ''[[http://www.fanfiction.net/s/4055090/3/Pokemists_Pocket_Alchemists Pokémists: Pocket Alchemists]]'', a ''Manga/FullmetalAlchemist'' fanfic, the four main characters stumble into an enemy meeting by ''[[ThereWasADoor breaking through the wall]]'', [[ExaggeratedTrope and the bad guys in the meeting assume it was the rain.]] [[OverlyLongGag They keep assuming it is the rain even when the good guys talk at normal volume and even yell "You people are...IDIOTS!" The bad guys finally notice the good guys because one of them SNEEZES.]]

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* In a chapter of ''[[http://www.fanfiction.net/s/4055090/3/Pokemists_Pocket_Alchemists Pokémists: Pocket Alchemists]]'', Alchemists,]]'' a ''Manga/FullmetalAlchemist'' fanfic, the four main characters stumble into an enemy meeting by ''[[ThereWasADoor breaking through the wall]]'', [[ExaggeratedTrope and the bad guys in the meeting assume it was the rain.]] [[OverlyLongGag They keep assuming it is the rain even when the good guys talk at normal volume and even yell "You people are...IDIOTS!" The bad guys finally notice the good guys because one of them SNEEZES.]]

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-->-- '''[[http://gatherer.wizards.com/pages/card/Details.aspx?multiverseid=222203 Bump in the Night]]''', ''MagicTheGathering'', in the Flavor Text\\

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-->-- '''[[http://gatherer.wizards.com/pages/card/Details.aspx?multiverseid=222203 Bump in the Night]]''', Night,]]'''
''MagicTheGathering'', in the Flavor Text\\
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** Also referenced and subverted in ''Webcomics/DarthsAndDroids'':

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** Also referenced and subverted in ''Webcomics/DarthsAndDroids'':''Webcomic/DarthsAndDroids'':
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** Also referenced and subverted in ''Webcomics/DarthsAndDroids'':
--> '''Gunnery Captain Bolvan:''' Shoot it! Shoot it!
--> '''Lieutenant Hija:''' But it has no life forms, sir.
--> '''Gunnery Captain Bolvan:''' Oh right... because there's no such things as sentient metallic beings with no life readings in this universe...
--> ''[[BeatPanel beat]]''
--> '''Lieutenant Hija:''' I'll just shoot it down, shall I sir?
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'''[=LeChuck=]:'''[[ImmediateSelfContradiction Must be the wind.]]

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'''[=LeChuck=]:'''[[ImmediateSelfContradiction '''[=LeChuck=]: '''[[ImmediateSelfContradiction Must be the wind.]]
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* In ''TheSecretOfMonkeyIsland'', Guybrush has infiltrated the ghost-pirate [=LeChuck=]'s ship, using a magic eyeball necklace that makes him invisible. The player has to get a key off of [=LeChuck=]'s cabin wall, but every time Guybrush approaches, [=LeChuck=] turns and makes a comment about how someone must be behind him. When he sees that no one is there, he turns back around while invoking some version of this trope.

** '''[=LeChuck=]:''' The wind makes not such a creaking! \\
[{{Beat}}]\\
'''[=LeChuck=]:'''[[ImmediateSelfContradiction Must be the wind.]]
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** In ''VideoGame/HalfLife2'' Episode 2, Dr. Magnusson dispatches Freeman to the secondary silo where "damn crows have been nesting in the tracks all day", therefore setting off the silo alarms. Apparently no one thought to check on the non-responsive secondary silo staff until Gordon heads over there and finds [[spoiler: a Combine invasion in-progress]].

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** In ''VideoGame/HalfLife2'' Episode 2, ''Episode 2'', Dr. Magnusson dispatches Freeman to the secondary silo where "damn crows have been nesting in the tracks all day", therefore setting off the silo alarms. Apparently no one thought to check on the non-responsive secondary silo staff until Gordon heads over there and finds [[spoiler: a Combine invasion in-progress]].
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** In ''VideoGame/HalfLife2'' Episode 2, Dr. Magnusson dispatches Freeman to the secondary silo where "damn crows have been nesting in the tracks all day", therefore setting off the silo alarms. Apparently no one thought to check on the non-responsive secondary silo staff until Gordon heads over there and finds [[spoiler: a Combine invasion in-progress]].
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* ''Film/{{Spider-Man}} 3'', when Marko's presence in the test chamber is immediately dismissed as just a bird.
* Played with in ''PansLabyrinth''. Early in the movie, Ofelia hears some creepy noises coming from the walls of the house at night, and her mother explains it as the sounds of the house settling. Later, [[spoiler:Ofelia narrowly escapes the Pale Man's lair with the Pale Man chasing after her; and once she gets back into the house, the Pale Man pounding on the door behind her makes the exact same "house-settling" noises Ofelia heard earlier.]]

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* ''Film/{{Spider-Man}} 3'', ''Film/SpiderMan3'', when Marko's presence in the test chamber is immediately dismissed as just a bird.
* Played with in ''PansLabyrinth''.''Film/PansLabyrinth''. Early in the movie, Ofelia hears some creepy noises coming from the walls of the house at night, and her mother explains it as the sounds of the house settling. Later, [[spoiler:Ofelia narrowly escapes the Pale Man's lair with the Pale Man chasing after her; and once she gets back into the house, the Pale Man pounding on the door behind her makes the exact same "house-settling" noises Ofelia heard earlier.]]
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* PlayedWith in an odd way in ''Film/StarTrekFirstContact''--Zefram Cochrane quotes the trope when trying to remember what he might've forgotten to bring with him for the launch of the ''Phoenix''. Just as the final countdown starts, he remembers what it is and starts panicking, saying they can't launch without it. They're about to abort the launch when he finds it in his pocket--a futuristic CD so he can play "Magic Carpet Ride" during the flight.
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* Played with in the Low German folk song ''Dat du mien Leevsten büst'', in which a girl asks her lover to visit her at her family home between midnight and one a. m. In the final verse she confidently says: "Knock on my chamber door, grasp the doorknob - father'll think, mother'll think that's just the wind."
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*** Somewhat [[JustifiedTrope justified]] in that Moblins are ''extremely'' stupid.
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* In ''[[{{Shrek}} Scared Shrekless]]'', Donkey appears to hear the voice of Lord Farquaad's ghost.

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* In ''[[{{Shrek}} ''[[WesternAnimation/{{Shrek}} Scared Shrekless]]'', Donkey appears to hear the voice of Lord Farquaad's ghost.
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* Similarly to the ''Fallout'' example, making noise around hostile guards in ''{{VideoGame/Metro2033}}'' and ''VideoGame/MetroLastLight'' will result in them investigating (even switching on their headlamps to search better in dark environments) and raising an alarm if they spot you, either verbally or by ringing a bell. However, if you manage to hide from sight and stay perfectly still long enough, they'll decide it's "the damn drafts again" or "just the rats" and calm down. If you do something blatantly obvious though, like killing someone in view of their comrades or breaking a gas lamp and starting a fire, the best you can hope to do is stay out of sight while the guards go into hyper-aggressive "Search everywhere!" mode.
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** Because of bad programming, if you get into a fight while you're a kid, your character will keep saying "I guess it was nothing." in between grunts of pain while being slowly killed & then continue saying it in dramatic slow motion while dead.
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* ''TheGreatEscape'' plays this to the point of ridiculousness. Having charged through a door and straight into the arms of a patroling German soldier, you dash straight into another room leaving the poor sod gawping after you. His words?

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* ''TheGreatEscape'' ''VideoGame/TheGreatEscape'' plays this to the point of ridiculousness. Having charged through a door and straight into the arms of a patroling German soldier, you dash straight into another room leaving the poor sod gawping after you. His words?
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* In ''VideoGame/PaperMarioTheThousandYearDoor'', your partner says something while you're listening to [[spoiler:Grubba]] while in the air vent. He gets suspicious and you have a choice of sounds to make in an attempt to fool him.
* In ''VideoGame/TheLegendOfZeldaTheWindWaker'', there is an optional sequence in which you follow [[spoiler:Mila]] as she goes to rob Zunari's safe. It is possible to get her attention and still be all right... if you are still hidden and make a cat noise.
** Earlier, the first time through the Forsaken Fortress, there are places where you can move about, as long as you're in a barrel. (If you're seen by a Moblin or shone on by a light, or if your barrel is seen moving, you're thrown in a cell, even if you could have run away.) However, the Moblins have no particular sense that there's something wrong when a barrel was over ''there'', but now it's over ''here'', and there's no one around who could have moved it...


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* In ''WesternAnimation/LooneyTunes'', when Bugs Bunny knocks on the floorboards of the house that's been built over his hole, Yosemite Sam first attributes it to mice before returning to his singing.
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* ''JojosBizarreAdventure: Stardust Crusaders.'' The team has been chased around the world by characters with mysterious powers that manifest in all sorts of crazy ways, they end up in a strangely lifeless town covered in fog in India, and after being rudely brushed off by a store owner, Joseph notices roaches crawling on the man's neck. The natural reaction? "I must've been imagining things."
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* Played with in ''Fanfic/RedFireRedPlanet''. In the first two chapters the crew of Starfleet Listening Post 204RT pick up subspace anomalies, and Crewman Yasmin Sherazi is insistent that there's something going on despite the fact the others think there's just a problem with the warp drive on the USS ''[=DeWitt=]'', a ship which was not on the schedule.[[note]]The joke being that the ''[=DeWitt=]'' is really a KDF Bird-of-Prey generating an oversize warp field and broadcasting the ''[=DeWitt's=]'' entry codes.[[/note]] [=OS1=]. Bikog gets really hyper when he insists there's nothing there. But then [=OS2.=] Kybok spots a tachyon burst in the logs and Lt. sh'Kreem decides to take the listening post's shuttle out for a look-see.

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* Played with in ''Fanfic/RedFireRedPlanet''. In the first two chapters the crew of Starfleet Listening Post 204RT pick up subspace anomalies, and Crewman Yasmin Sherazi is insistent that there's something going on despite the fact the others think there's just a problem with the warp drive on the USS ''[=DeWitt=]'', a ship which was not on the schedule.[[note]]The joke being that the ''[=DeWitt=]'' is really a KDF Bird-of-Prey generating an oversize warp field and broadcasting the ''[=DeWitt's=]'' entry codes.[[/note]] [=OS1=]. Bikog gets really hyper when he insists there's nothing there. But then [=OS2.=] Kybok spots a tachyon burst in the logs and Lt. sh'Kreem ch'Kreem decides to take the listening post's shuttle out for a look-see.
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* In ''DuckSoup'', spy Harpo thinks he's opening a wall safe, instead turning on a radio that plays loud brass band music. Groucho's explanation for the sudden noise: "Sounds to me like mice!"

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* In ''DuckSoup'', ''Film/DuckSoup'', spy Harpo Pinky thinks he's opening a wall safe, but instead turning turns on a radio that plays loud brass band music. Groucho's explanation for His partner Chicolini explains the sudden noise: "Sounds to me like mice!"
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** "Uh... it's probably not a problem... probably... but I'm showing a small discrepancy in the-- well, no, it's well within acceptable bounds again. Sustaining sequence."

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** "Uh... it's probably not a problem... probably... but I'm showing a small discrepancy in the-- well, no, it's well within acceptable bounds again. Sustaining sequence."" For those who have never played the game, this is about 20 seconds before things hit the fan.
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** The moral of the story: if you ''don't'' hear any usual noises often confused as unusual, you should probably be concerned.

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