Follow TV Tropes

Following

History Main / SlowDoors

Go To

OR

Is there an issue? Send a MessageReason:
None


* Inverted in NealStephenson’s SnowCrash: “Residents don’t have time to sit idling at the Burblave entrance watching the gate slowly roll aside in Old South majestic turpitude, so it’s mounted on some kind of electromagnetic railgun.”

to:

* Inverted in NealStephenson’s SnowCrash: ''Literature/SnowCrash'': “Residents don’t have time to sit idling at the Burblave entrance watching the gate slowly roll aside in Old South majestic turpitude, so it’s mounted on some kind of electromagnetic railgun.”
Is there an issue? Send a MessageReason:
None


** The first arc of the animated series ''Droids'' featured a landspeeder chase scene that used this trope, plus several others (like the ImperialStormtrooperMarksmanshipAcademy) repeatedly and in quick succession. R2-D2 suggests it's a trap, and it turns out it is: Behind the last set of slow doors is a dead end and a bunch of guys with blasters.

to:

** The first arc of the animated series ''Droids'' ''WesternAnimation/{{Droids}}'' featured a landspeeder chase scene that used this trope, plus several others (like the ImperialStormtrooperMarksmanshipAcademy) repeatedly and in quick succession. R2-D2 suggests it's a trap, and it turns out it is: Behind the last set of slow doors is a dead end and a bunch of guys with blasters.
Is there an issue? Send a MessageReason:
droidworks

Added DiffLines:

* Some of the doors in ''StarWarsDroidworks'' do this, particularly the huge stone ones in the 5th training mission and Salvage Yard.
Is there an issue? Send a MessageReason:
None


* Used with crazy timing in ''Webcomic/ElfQuest'': [[http://www.elfquest.com/gallery/OnlineComics/SAS/DisplaySAS.html The Searcher and the Sword]], when two elves are trying to escape from [[spoiler:crazed trolls]]. What's crazy about it is that it's implied that the elves had plenty of time to escape, except that the rescue party's entrance alerts their enemies, who ''then'' check on the prisoners, see that they're gone, and trigger the trap, leaving the escapees to vault through the door at the last second. Drama! Did I mention that this is all done with giant slabs of stone a la Egyptian tomb? Read up on the thrilling escape [[http://www.elfquest.com/gallery/OnlineComics/SAS/DisplaySAS.html?page=76 here]].

to:

* Used with crazy timing in ''Webcomic/ElfQuest'': ''ComicBook/ElfQuest'': [[http://www.elfquest.com/gallery/OnlineComics/SAS/DisplaySAS.html The Searcher and the Sword]], when two elves are trying to escape from [[spoiler:crazed trolls]]. What's crazy about it is that it's implied that the elves had plenty of time to escape, except that the rescue party's entrance alerts their enemies, who ''then'' check on the prisoners, see that they're gone, and trigger the trap, leaving the escapees to vault through the door at the last second. Drama! Did I mention that this is all done with giant slabs of stone a la Egyptian tomb? Read up on the thrilling escape [[http://www.elfquest.com/gallery/OnlineComics/SAS/DisplaySAS.html?page=76 here]].
Is there an issue? Send a MessageReason:
Namespace


* The final level of SyphonFilter has this. You have to make it through a missile silo before the missile blasts off. There's a slowly closing blast door, and the controller has an UnnecessaryCombatRoll button. Do the math.

to:

* The final level of SyphonFilter ''VideoGame/SyphonFilter'' has this. You have to make it through a missile silo before the missile blasts off. There's a slowly closing blast door, and the controller has an UnnecessaryCombatRoll button. Do the math.



* Two appear in the second stage of ''{{Axelay}}'', but you can use your guns to blast them open.

to:

* Two appear in the second stage of ''{{Axelay}}'', ''VideoGame/{{Axelay}}'', but you can use your guns to blast them open.
Is there an issue? Send a MessageReason:
None


* Averted in episode 5 of ''KiddyGrade''. When [[{{Technopath}} Lumiere]] closes all of the doors in an enemy spaceship, they snap shut before the bad guys even realize what's happening.

to:

* Averted in episode 5 of ''KiddyGrade''.''Anime/KiddyGrade''. When [[{{Technopath}} Lumiere]] closes all of the doors in an enemy spaceship, they snap shut before the bad guys even realize what's happening.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* Averted in ''Film/ManOfSteel'', enabling the holographic Jor-El to use them in helping Lois Lane escape General Zod's ship. A female mook charges in with a hand blaster, only for a door to slam down knocking the blaster out of her hand so Lois can use it, and trapping the mook on the opposite side. Jor-El cuts off several other guards this way, when there's too many for Lois to shoot.
Is there an issue? Send a MessageReason:
None


* The ''VideoGame/{{Myst}}'' games play this trope straight, particularly in ''Riven'' and ''URU''.

to:

* The ''VideoGame/{{Myst}}'' games play this trope straight, particularly in ''Riven'' ''VideoGame/{{Riven}}'' and ''URU''.''VideoGame/{{Uru}}''.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* Entirely justified with water-tight doors used in ships. The main reason for this is because if they slammed shut in seconds, you'd trap personnel who could be later be useful in damage control or evacuation. However, once the doors are closed, the only way to open them is back at dry dock as modern water tight doors have sensors that prevent them from opening if the water is above a certain height. In short, when the doors start to close, GET OUT OF THE ROOM.
Is there an issue? Send a MessageReason:
None


* ''Penumbra'' Overture has a door that's opened by a remote lever. When Philip gets back to it after having pulled the lever, it's sliding closed. What raises the tension is whether or not you killed all the spiders in that area, as they just might be chasing you at that point if you haven't.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''Penumbra'' Overture has a door that's opened by a remote lever. When Philip gets back to it after having pulled the lever, it's sliding closed. What raises the tension is whether or not you killed all the spiders in that area, as they just might be chasing you at that point if you haven't.
Is there an issue? Send a MessageReason:
Added namespaces.


* ''{{Terminator}} 3'', allowing Ahnold to jump under the door and hold it long enough for John and Katherine to crawl under it.
* In ''WarGames'', we see NORAD personnel walking in and out while a ridiculously thick metal door is closing. This is TruthInTelevision: The [[http://en.wikipedia.org/wiki/File:NORADBlast-Doors.jpg blast doors]] of the Cheyenne Mountain Complex are 25-ton monsters of concrete and steel, and take about 15 seconds to close. They're on record as the world's largest hinged doors.

to:

* ''{{Terminator}} 3'', ''Film/Terminator3RiseOfTheMachines'', allowing Ahnold to jump under the door and hold it long enough for John and Katherine to crawl under it.
* In ''WarGames'', ''Film/WarGames'', we see NORAD personnel walking in and out while a ridiculously thick metal door is closing. This is TruthInTelevision: The [[http://en.wikipedia.org/wiki/File:NORADBlast-Doors.jpg blast doors]] of the Cheyenne Mountain Complex are 25-ton monsters of concrete and steel, and take about 15 seconds to close. They're on record as the world's largest hinged doors.



* Near the end of ''{{Entrapment}}'': After the characters accidentally trip the security system, a wall of gates closes rapidly around them, but for some reason the door blocking the actual exit moves incredibly slowly, long enough for them to escape.

to:

* Near the end of ''{{Entrapment}}'': ''Film/{{Entrapment}}'': After the characters accidentally trip the security system, a wall of gates closes rapidly around them, but for some reason the door blocking the actual exit moves incredibly slowly, long enough for them to escape.



* Played with twice in the pilot episode of ''SeaQuestDSV''. In the first case, an undersea wildcat miner is attempting to escape corporate security after he infringed on their mining fields one too many times; he pulls off an IndyHatRoll ''with his mini-sub'' by asking his buddy at home base to start closing the docking bay doors before he's through. The trope is played straight in the second case (and re-used as stock footage several times thereafter), as a crewman is seen jumping through the main "clamshell" hatch to the titular submarine's bridge as general quarters is sounded.

to:

* Played with twice in the pilot episode of ''SeaQuestDSV''.''Series/SeaQuestDSV''. In the first case, an undersea wildcat miner is attempting to escape corporate security after he infringed on their mining fields one too many times; he pulls off an IndyHatRoll ''with his mini-sub'' by asking his buddy at home base to start closing the docking bay doors before he's through. The trope is played straight in the second case (and re-used as stock footage several times thereafter), as a crewman is seen jumping through the main "clamshell" hatch to the titular submarine's bridge as general quarters is sounded.



* The ''{{Myst}}'' games play this trope straight, particularly in ''Riven'' and ''URU''.

to:

* The ''{{Myst}}'' ''VideoGame/{{Myst}}'' games play this trope straight, particularly in ''Riven'' and ''URU''.



* Used with crazy timing in ElfQuest: [[http://www.elfquest.com/gallery/OnlineComics/SAS/DisplaySAS.html The Searcher and the Sword]], when two elves are trying to escape from [[spoiler:crazed trolls]]. What's crazy about it is that it's implied that the elves had plenty of time to escape, except that the rescue party's entrance alerts their enemies, who ''then'' check on the prisoners, see that they're gone, and trigger the trap, leaving the escapees to vault through the door at the last second. Drama! Did I mention that this is all done with giant slabs of stone a la Egyptian tomb? Read up on the thrilling escape [[http://www.elfquest.com/gallery/OnlineComics/SAS/DisplaySAS.html?page=76 here]].
* Shows up in ''MoltenBlade'' (in a [[http://moltenblade.comicgenesis.com/d/20081108.html government research facility]], even. Talk about being underfunded). They aren't really even heavy doors.

to:

* Used with crazy timing in ElfQuest: ''Webcomic/ElfQuest'': [[http://www.elfquest.com/gallery/OnlineComics/SAS/DisplaySAS.html The Searcher and the Sword]], when two elves are trying to escape from [[spoiler:crazed trolls]]. What's crazy about it is that it's implied that the elves had plenty of time to escape, except that the rescue party's entrance alerts their enemies, who ''then'' check on the prisoners, see that they're gone, and trigger the trap, leaving the escapees to vault through the door at the last second. Drama! Did I mention that this is all done with giant slabs of stone a la Egyptian tomb? Read up on the thrilling escape [[http://www.elfquest.com/gallery/OnlineComics/SAS/DisplaySAS.html?page=76 here]].
* Shows up in ''MoltenBlade'' ''Webcomic/MoltenBlade'' (in a [[http://moltenblade.comicgenesis.com/d/20081108.html government research facility]], even. Talk about being underfunded). They aren't really even heavy doors.



* Parodied twice in ''{{Futurama}}'': In the Central Bureaucracy everyone manages to make it through the door, except Bender, who just walks right through the metal. The second one is when fleeing the spaceship Titanic, when Zoidberg stops the door with only a few inches of space, forcing Hermes to ''limbo'' underneath.
* Subverted in WallaceAndGromit: ''The Wrong Trousers''. When Wallace [[spoiler:under the control of Feathers Mcgrew attempting to steal a diamond]] trips a laser beam, the chamber's vertically-dropping entrance door starts to close slowly (about 10 seconds after the alarms first go off), but instead of attempting an IndyHatRoll, he instead immediately turns around and heads for the window - granted, he was walking on the ceiling!

to:

* Parodied twice in ''{{Futurama}}'': ''WesternAnimation/{{Futurama}}'': In the Central Bureaucracy everyone manages to make it through the door, except Bender, who just walks right through the metal. The second one is when fleeing the spaceship Titanic, when Zoidberg stops the door with only a few inches of space, forcing Hermes to ''limbo'' underneath.
* Subverted in WallaceAndGromit: ''The Wrong Trousers''.''Franchise/WallaceAndGromit: WesternAnimation/TheWrongTrousers''. When Wallace [[spoiler:under the control of Feathers Mcgrew attempting to steal a diamond]] trips a laser beam, the chamber's vertically-dropping entrance door starts to close slowly (about 10 seconds after the alarms first go off), but instead of attempting an IndyHatRoll, he instead immediately turns around and heads for the window - granted, he was walking on the ceiling!
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** The doors also close very slowly until the heroes/stunt doubles jump through, at which point they snap shut.
Is there an issue? Send a MessageReason:
None


* Some doors in the ''{{Marathon}}'' franchise, such as the DoorToBefore in Blaspheme Quarantine, and the big doors on Durandal's ship in the second game.

to:

* Some doors in the ''{{Marathon}}'' ''{{VideoGame/Marathon}}'' franchise, such as the DoorToBefore in Blaspheme Quarantine, and the big doors on Durandal's ship in the second game.
Is there an issue? Send a MessageReason:
typo


* Averted on ''Series/BabylonFive'. The blast shield closes quickly enough to protect C&C from an attack that had already been launched.

to:

* Averted on ''Series/BabylonFive'.''Series/BabylonFive''. The blast shield closes quickly enough to protect C&C from an attack that had already been launched.
Is there an issue? Send a MessageReason:
None


->''"Close the blast doors! Close the blasted doors!"''

to:

->''"Close the blast doors! Close door!" cried Buster. "Close the blasted doors!"''door!"''
Is there an issue? Send a MessageReason:
None


->"Close the blast doors! Close the blasted doors!"

to:

->"Close ->''"Close the blast doors! Close the blasted doors!"doors!"''
Is there an issue? Send a MessageReason:
None

Added DiffLines:

->"Close the blast doors! Close the blasted doors!"
-->-- '''Plan 7 of 9 from Outer Space'''
Is there an issue? Send a MessageReason:
None


* The HalfLife chapter "We've Got Hostiles" has fire doors that take forever to close. Luckily you set them off manually, meaning you can shut them behind you and cut off the hostiles creatures dogging you. It's only one way, but you can open it again, except for the DoorToBefore; the blast door you went through [[NoSidepathsNoExplorationNoFreedom is securely shut]].

to:

* The HalfLife ''VideoGame/HalfLife1'' chapter "We've Got Hostiles" has fire doors that take forever to close. Luckily you set them off manually, meaning you can shut them behind you and cut off the hostiles creatures dogging you. It's only one way, but you can open it again, except for the DoorToBefore; the blast door you went through [[NoSidepathsNoExplorationNoFreedom is securely shut]].
Is there an issue? Send a MessageReason:
None


* Played straight, but also TruthInTelevision, in ''{{Stargate SG-1}}''. Remember those ginormous blast doors at Cheyenne Mountain? Also, the Stargate itself has been stated by WordOfGod to stay open as long as plot dictates, which has resulted in more than a few Slow Stargates moments over the series' run. The "Iris" blast door on the Gate closes very quickly; so, of course, [[TheWorfEffect it often fails to close at all, or the enemy goes right through it somehow]].

to:

* Played straight, but also TruthInTelevision, in ''{{Stargate SG-1}}''.''Series/StargateSG1''. Remember those ginormous blast doors at Cheyenne Mountain? Also, the Stargate itself has been stated by WordOfGod to stay open as long as plot dictates, which has resulted in more than a few Slow Stargates moments over the series' run. The "Iris" blast door on the Gate closes very quickly; so, of course, [[TheWorfEffect it often fails to close at all, or the enemy goes right through it somehow]].
Is there an issue? Send a MessageReason:
None


* One small area in ''{{Penumbra}}'' requires you to flip a lever in a far off room which opens the exit door that slowly closes as you approach. The tension is greater if you didn't kill all the spiders.

to:

* One small area in ''{{Penumbra}}'' ''VideoGame/{{Penumbra}}'' requires you to flip a lever in a far off room which opens the exit door that slowly closes as you approach. The tension is greater if you didn't kill all the spiders.
Is there an issue? Send a MessageReason:
inverted


* Subverted in NealStephenson’s SnowCrash: “Residents don’t have time to sit idling at the Burblave entrance watching the gate slowly roll aside in Old South majestic turpitude, so it’s mounted on some kind of electromagnetic railgun.”

to:

* Subverted Inverted in NealStephenson’s SnowCrash: “Residents don’t have time to sit idling at the Burblave entrance watching the gate slowly roll aside in Old South majestic turpitude, so it’s mounted on some kind of electromagnetic railgun.”
Is there an issue? Send a MessageReason:
Snow Crash: It’s on a railgun.

Added DiffLines:

[[folder: {{Literature}}]]
* Subverted in NealStephenson’s SnowCrash: “Residents don’t have time to sit idling at the Burblave entrance watching the gate slowly roll aside in Old South majestic turpitude, so it’s mounted on some kind of electromagnetic railgun.”
[[/folder]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** The first level of the [[GameMod mini-scenario]] ''The Collective'' is {{unwinnable}} on Total Carnage difficulty, since your OxygenMeter runs out before the doors open.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* Some doors in the ''{{Marathon}}'' franchise, such as the DoorToBefore in Blaspheme Quarantine, and the big doors on Durandal's ship in the second game.
Is there an issue? Send a MessageReason:
myst

Added DiffLines:

* The ''{{Myst}}'' games play this trope straight, particularly in ''Riven'' and ''URU''.
Is there an issue? Send a MessageReason:
None


* One small area in ''[[Penumbra]]'' requires you to flip a lever in a far off room which opens the exit door that slowly closes as you approach. The tension is greater if you didn't kill all the spiders.

to:

* One small area in ''[[Penumbra]]'' ''{{Penumbra}}'' requires you to flip a lever in a far off room which opens the exit door that slowly closes as you approach. The tension is greater if you didn't kill all the spiders.

Added: 365

Changed: 124

Is there an issue? Send a MessageReason:
None


* The HalfLife chapter "We've Got Hostiles" has fire doors that take forever to close. Luckily you set them off manually, meaning you can shut them behind you and cut off the hostiles creatures dogging you. It's only one way, though, and you can't open it again if you're on the wrong side, maintaining Half-Life's proud tradition of {{Railroading}}. Even when you get to the DoorToBefore, the blast door you went through [[NoSidepathsNoExplorationNoFreedom is securely shut]].

to:

* The HalfLife chapter "We've Got Hostiles" has fire doors that take forever to close. Luckily you set them off manually, meaning you can shut them behind you and cut off the hostiles creatures dogging you. It's only one way, though, and but you can't can open it again if you're on again, except for the wrong side, maintaining Half-Life's proud tradition of {{Railroading}}. Even when you get to the DoorToBefore, DoorToBefore; the blast door you went through [[NoSidepathsNoExplorationNoFreedom is securely shut]].shut]].
** Opposing Force uses this trope with a blast door that's partially open, but slowly closes thanks to the G-Man, and you can't go under it. (without noclipping)


Added DiffLines:

* One small area in ''[[Penumbra]]'' requires you to flip a lever in a far off room which opens the exit door that slowly closes as you approach. The tension is greater if you didn't kill all the spiders.
Is there an issue? Send a MessageReason:
None


* Averted in ''NeonGenesisEvangelion'', where the internal security doors of the Geofront, once activated, snick shut instantly, sealing corridors extremely quickly.

to:

* Averted in ''NeonGenesisEvangelion'', ''Anime/NeonGenesisEvangelion'', where the internal security doors of the Geofront, once activated, snick shut instantly, sealing corridors extremely quickly.

Changed: 164

Is there an issue? Send a MessageReason:
None


* Played straight, but also TruthInTelevision, in ''{{Stargate SG-1}}''. Remember those ginormous blast doors at Cheyenne Mountain? Also, the Stargate itself has been stated by WordOfGod to stay open as long as plot dictates, which has resulted in more than a few Slow Stargates moments over the series' run.

to:

* Played straight, but also TruthInTelevision, in ''{{Stargate SG-1}}''. Remember those ginormous blast doors at Cheyenne Mountain? Also, the Stargate itself has been stated by WordOfGod to stay open as long as plot dictates, which has resulted in more than a few Slow Stargates moments over the series' run. The "Iris" blast door on the Gate closes very quickly; so, of course, [[TheWorfEffect it often fails to close at all, or the enemy goes right through it somehow]].

Top