->''"Close the blast door!" cried Buster. "Close the blasted door!"''
-->-- '''Plan 7 of 9 from Outer Space'''

So, you're running a top-secret facility, and the first thing you did was install nearly impenetrable blast doors. Once they're closed, nothing can go through.

There is only one flaw: they take time to close. ''Way'' too much time. Sometimes it seems that the "message" to close the doors takes its time to get to all of them as well; Door #1 will start to close, then sometime after that Door #2 will start to close, then Door #3 etc.

There are some real life examples that lend this trope some credibility. Of course, the doors are gonna need to be heavy and strong for protection. The water-tight doors on the RMS ''Titanic'' closed very slowly, with only the last foot or so dropping quickly, in order that personnel could escape the sections closed off alive. Some rather large and heavy doors also use high-torque hydraulics or electric motors to raise and lower, which are notoriously slow, having traded off speed for strength.

If they close downward, expect an IndyHatRoll. Otherwise, people will jump or squeeze through whatever gap is still left when they reach the door, which is conveniently just wide enough.

If this is done with vehicles and the escapee is being pursued, expect the pursuers to be unable to stop in time and crash into the blast doors.
----
!!Examples:
[[foldercontrol]]

* Every example mentioned in IndyHatRoll.

[[folder: {{Anime}} and {{Manga}}]]
* 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.
* Averted in ''Anime/NeonGenesisEvangelion'', where the internal security doors of the Geofront, once activated, snick shut instantly, sealing corridors extremely quickly.
** [[StockFootage Twenty million times]].
[[/folder]]

[[folder: {{Film}}]]
* The door to ENCOM in ''Film/{{Tron}}''. LampshadeHanging with an AdLib from the actor playing Flynn: "Now THAT is a big door!"
** [[RealityIsUnrealistic Ironically]], that's a real door at Lawrence Livermore National Laboratory outside Oakland, where some other live-action scenes (including the laser lab) were also filmed.
** ''Film/TronLegacy'' [[ContinuityNod also uses the line.]] Though the door is significantly faster.
* Some security doors in the ''StarWars'' films act this way, while others close almost instantly. Generally, whatever is required by the plot. One door on the Death Star in ''A New Hope'' was closing from all directions at once, so Han Solo had to jump through the hole in the middle.
** 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.
* ''Film/{{Spaceballs}}'' parodies the above ''StarWars'' example, the characters jump through a door closing from the top and bottom, and are caught by the troops on the other side. However once the captain comes in behind them and asks them to turn around it is revealed [[spoiler:it was the stunt doubles that were caught]]
** The doors also close very slowly until the heroes/stunt doubles jump through, at which point they snap shut.
* ''{{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.
* Played straight and averted in ''Film/TheOne'', as Gabriel escapes the Police Compound, he ducks under one of these. However, his Police Pursuers also make it through (though one of the trucks wangs its lightbar on it).
* 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.
* The alien mother ship in ''Film/IndependenceDay'' had a single triangular access opening that slowly closed after the heroes fired their nuke into the center of the ship. Naturally their spaceship managed to squeeze through while the pursuers all smashed into the closed door.
** In this case it's definitely justified as being slow as said doors are HUGE!
* The theater owner's bomb shelter in ''Film/{{Matinee}}''.
[[/folder]]

[[folder: {{Literature}}]]
* 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.”
[[/folder]]

[[folder: LiveActionTV]]
* ''Series/{{Andromeda}}'': The doors on the titular ship close at a reasonable pace, but the bigger, more important ones (such as onto the command center), have a design that allows one to jump through the closing door.
* Averted on ''Series/BabylonFive''. The blast shield closes quickly enough to protect C&C from an attack that had already been launched.
* ''Series/BuffyTheVampireSlayer'' did the "message" version completely straight when Spike was escaping from the Initiative.
* Used on ''Series/{{Lost}}'': the blast doors in the Swan lower rather quickly; however, they don't all close simultaneously, which allows Locke to wedge his toolbox under the last door before it closes.
* 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.
* Played straight, but also TruthInTelevision, in ''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]].
* ''Series/StarTrekTheNextGeneration'': in "Relics", the Enterprise-D manages to fly through closing space-doors, with the aid of a nice roll maneuver.
* Subverted for a bit of EnforcedMethodActing in the ''Series/{{Firefly}}'' pilot; NathanFillion and Creator/AdamBaldwin were ''expecting'' the doors to Serenity to close more slowly than they did, resulting in minor panic as Mal and Jayne jumped through the gap.
[[/folder]]

[[folder: VideoGames]]
* ''VideoGame/BeyondGoodAndEvil'' has looter caves with Doors that instantly lower half-way once the [[SlowElectricity spark]] reaches them, but slowly close past that point.
* Possible LampshadeHanging in ''VideoGame/ModernWarfare'', where one computer controlled set of doors in one (timed!) mission [[http://www.youtube.com/watch?v=q_n5uGUR_E0 open ridiculously slowly]] (start at 6:15):
-->'''Griggs:''' "Oh, you've gotta be ''shittin' '' me."\\
'''Capt. Price:''' "Gaz, can't you make it open any faster?"\\
'''Gaz:''' "Negative, but you can try pullin' if it will make you feel better."\\
'''Capt. Price:''' "Cheeky bastard."
* In ''VideoGame/ChronoTrigger'', your team has to escape a robot factory that you've just shut down. You just squeak by the first set of SlowDoors, but Robo has to hold the second one open with his body.
* In ''VideoGame/MegaManZero'' one mission requires you to sneak into a factory. if you're detected, the Slow Door starts closing. if you're not through it before it closes, GameOver.
* The games in the ''Franchise/PrinceOfPersia'' series are full of SlowDoors. ''VideoGame/PrinceOfPersia1'' does have one door in Level 8 that closes just too late for the player (and then is reopened by [[NiceMice mus ex machina]]). The ''Sands of Time'' series somewhat subverts this - some of the doors close quite quickly, but can be passed using the dagger's time slowing ability.
* Averted in ''VideoGame/DirgeOfCerberus: VideoGame/FinalFantasyVII'' in a minor scene where the WRO locks down against intruders; a redundant and somewhat impractical set of doorways down a corridor slam shut in quick succession.
* In the game ''[[VideoGame/DarkForcesSaga Dark Forces]]'', on the level titled ''Gromas Mines'', the player must successfully place a detonator on the reactor and escape through not one, but ''five'' slow-moving doors. The trick though is that while the doors stay open as long as the player is beyond their threshold, once he or she crosses it the doors close in a matter of seconds. If the player is caught in between one of the sections however, the doors can be reopened by a switch on the wall.
* 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.
* The ''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]].
** 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)
* Two appear in the second stage of ''{{Axelay}}'', but you can use your guns to blast them open.
* One small area in ''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.
* The ''{{Myst}}'' games play this trope straight, particularly in ''Riven'' and ''URU''.
* Some doors in the ''{{VideoGame/Marathon}}'' franchise, such as the DoorToBefore in Blaspheme Quarantine, and the big doors on Durandal's ship in the second game.
** 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.
[[/folder]]

[[folder: WebOriginal]]
* As [[Literature/TheAdventuresOfFoxTayle Fox Tayle]] is escaping the [[GovernmentAgencyOfFiction BioCon]] labratory where he was created, alarms go off and he has to slide underneath a slow-moving (downward) door to escape a room.
[[/folder]]

[[folder: WebComics]]
* 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.
[[/folder]]

[[folder: WesternAnimation]]
* 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!
[[/folder]]

[[folder: RealLife]]
* The world's largest doors, on NASA's Vehicle Assembly Building, take 45 minutes to open or close.
* Generally blast doors weighing many tonnes are not prone to very sprightly movement. For example the doors at [[ElaborateUndergroundBase Cheyenne Mountain]] take about [[http://www.youtube.com/watch?v=iERsZT_glPs 20 seconds]] to open and close.
* Automated garage doors. Unfortunately, IR detectors take out the drama of trying an IndyHatRoll. Fortunately, they also prevent your arm from being crushed if you are too slow pulling in your fedora.
* The extremely giant doors on the roof of the new Dallas Cowboys football stadium take SEVENTEEN MINUTES to open and close.
* The [[http://www.deltawerken.com/Maeslant-barrier/330.html Maeslant barrier]] are a set of doors that can close off the New Waterway (the entry to the Port of Rotterdam) in the Netherlands to prevent flooding in the case of a storm surge. They take over half an hour to close. Not all that surprising considering the barrier is almost as long as the Eiffel Tower, and weigh about 4 times as much.
** And that just for the physical act of getting both sides to meet in the middle. The entire procedure from the first warning of a possible closure to the barrier being shut completely takes close to 9 hours.
* Bank vault doors are sometimes fitted with a delay mechanism that forces anyone opening them to wait for a preset amount between activation and releasing the locks. The doors themselves open rather quickly though.
* Entirely subverted in underground nuclear testing, where specialized sensors would normally be annihilated by the blast wave of the weapon. How do you get data on how properly an atomic weapon goes off, without going with it? Massive blast doors are installed at the end of the shaft, just in front of the sensors, while the weapon itself is positioned hundreds (or thousands) of feet away. The doors themselves don't bother with simple mechanical power, and are closed shut by an explosive reaction slamming them together in the milliseconds between the initial energy front arriving at the sensors, and the thermal surge and fireball immediately following. Of course, to get it to work you need to have the doors start closing ''before'' you set off the atomic weapon, so the timing is everything - and from the nuke's perspective, at least, those are some pretty slow doors...
[[/folder]]
----