On this page
  1. How it works
  2. Implementations
  3. Name and history
  4. Related
  5. Games
  6. References
  7. Sources

Entry delay, also called ARE, appearance delay, or spawn delay, is the time between one piece locking and the next one appearing. Some accounts count the extra pause after a line clear as part of it1.

  • Screen redrawTetris (NES) (1989). Set by the time to redraw the well.2,3,4
  • AnimationDr. Mario (NES) (1990). In one-player games each pill waits for Mario's throw, which runs at half speed on Low.5

#How it works

on lock:
    write the piece into the well
    wait ENTRY_DELAY frames                    # may depend on height, level, or clears
    if lines were cleared: play the clear and wait LINE_CLEAR_DELAY frames
    spawn the next piece

A game can fix the delay, shorten it with the level, or let it fall out of other work, such as redrawing the screen.

#Implementations

#Tetris (NES) (1989)

Tetris for the NES sets no delay of its own: the delay is the time the game takes to redraw the well2. It copies the well to the screen 4 rows a frame. A lock waits for the copy from 2 rows above the piece to the floor; the row check then restarts the copy at the top, and the next piece waits for the whole well2. The delay is therefore 10 to 18 frames2, longer the higher the piece locks2.

A line clear adds 17 to 20 frames3. Its animation blanks two columns of each cleared row every 4th frame, in 5 steps, and its first step waits for the global frame counter, so the same clear can take four different times3.

The first piece of each game hangs for 96 frames4 before it falls, and pressing Down ends the wait4.

#Dr. Mario (1990)

In a one-player game of Dr. Mario, the delay is an animation. Each new pill waits for Mario’s throw, which steps it through 215 positions, once a frame at Med and Hi and every other frame at Low. A two-player game has no throw5.

#Name and history

“ARE” is not an acronym. It comes from あれ (“are”, “that”), the word Japanese players used for the pause6. The Tetris Wiki associates entry delay with Japanese games, most of them influenced by Sega’s 1988 arcade Tetris7.

Games

GameYearHowNote
Tetris (NES)1989Screen redrawset by the time to redraw the well
Dr. Mario (NES)1990Animationin one-player games each pill waits for Mario's throw, which runs at half speed on Low
Every claim about this mechanic, by game (6)

References

  1. ^Entry delay, also called ARE, appearance delay, or spawn delay, is the time between one piece locking and the next appearing; some accounts include the extra delay after a line clear.WikiTetris Wiki, “ARE”
    How we know
    ARE, also called entry delay, appearance delay, or spawn delay, is the period of time between the lockdown of one tetromino and the appearance of the next tetromino. … Some but not all analyses generalize ARE to include the extra delay after a line clear.
    lead · archived copy ↗

    The quote matches our archived copy.

    Checked by a second AI model, 2026-10-21.

    In the claim ledger

  2. ^ abcdeThe next piece spawns 10 frames after a lock with the piece's center on row 18 or 19, and 2 frames later for every 4 rows higher, up to 18 frames.VerifiedCelestialAmber/TetrisNESDisasm · Tetris Wiki, “Tetris (NES, Nintendo)”
    How we know
    2484@playStateNotDisplayLineClearingAnimation:
    2485        lda     player1_vramRow
    2486        sta     vramRow
    2487        lda     #>playfield
    2488        sta     playfieldAddr+1
    2489        jsr     copyPlayfieldRowToVRAM
    2490        jsr     copyPlayfieldRowToVRAM
    2491        jsr     copyPlayfieldRowToVRAM
    2492        jsr     copyPlayfieldRowToVRAM
    
    main.asm lines 2484–2492 at 94581c0 · upstream ↗
    3532updatePlayfield:
    3533        ldx     tetriminoY
    3534        dex
    3535        dex
    ⋮
    3542        sta     vramRow
    
    main.asm lines 3532–3542 at 94581c0 · upstream ↗
    3074@notGameOver:
    3075        lda     vramRow
    3076        cmp     #$20
    3077        bmi     @ret
    
    main.asm lines 3074–3077 at 94581c0 · upstream ↗
    3263        lda     #$00
    3264        sta     vramRow
    
    main.asm lines 3263–3264 at 94581c0 · upstream ↗
    2896playState_spawnNextTetrimino:
    2897        lda     vramRow
    2898        cmp     #$20
    2899        bmi     @ret
    
    main.asm lines 2896–2899 at 94581c0 · upstream ↗
    pieces that lock in the bottom two rows are followed by 10 frames of entry delay, and each group of 4 rows above that has an entry delay 2 frames longer than the last.
    Details · archived copy ↗

    Measured by a script in MesenCE 2.2.1 (build 4b8a196), on . It fails if the result disagrees with the claim.

    The numbers come from the run; its author, an AI model, checked the script measures what the claim says, 2026-10-20.

    Checked by a second AI model, 2026-10-21.

    In the claim ledger

  3. ^ abcA line clear adds 17 to 20 frames to the entry delay, for the animation that blanks two columns of each cleared row every 4th frame, in 5 steps.VerifiedCelestialAmber/TetrisNESDisasm · Tetris Wiki, “Tetris (NES, Nintendo)”
    How we know
    2757updateLineClearingAnimation:
    2758        lda     frameCounter
    2759        and     #$03
    2760        bne     @ret
    
    main.asm lines 2757–2760 at 94581c0 · upstream ↗
    2821        inc     rowY
    2822        lda     rowY
    2823        cmp     #$05
    2824        bmi     @ret
    2825        inc     playState
    
    main.asm lines 2821–2825 at 94581c0 · upstream ↗
    line clear delay is an additional 17~20 frames depending on the frame that the piece locks; the animation has 5 steps that advance when the global frame counter modulo 4 equals 0.
    Details · archived copy ↗

    Measured by a script in MesenCE 2.2.1 (build 4b8a196), on . It fails if the result disagrees with the claim.

    The numbers come from the run; its author, an AI model, checked the script measures what the claim says, 2026-10-20.

    Checked by a second AI model, 2026-10-21.

    In the claim ledger

  4. ^ abcThe first piece of a game hangs at the top for 96 frames before gravity starts, because autorepeatY starts at $A0 (−96) and gravity waits until it counts up to 0; pressing Down ends the wait.VerifiedCelestialAmber/TetrisNESDisasm · Birken, "Applying AI to Nintendo Tetris"
    How we know
    94INITIAL_AUTOREPEAT_Y := $A0
    
    constants.asm line 94 at 94581c0 · upstream ↗
    1239        lda     #INITIAL_AUTOREPEAT_Y
    1240        sta     player1_autorepeatY
    
    main.asm lines 1239–1240 at 94581c0 · upstream ↗
    1530drop_tetrimino:
    1531        lda     autorepeatY
    1532        bpl     @notBeginningOfGame
    1533        lda     newlyPressedButtons
    1534        and     #BUTTON_DOWN
    1535        beq     @incrementAutorepeatY
    
    main.asm lines 1530–1537 at 94581c0 · upstream ↗
    The first spawned piece has an opening entry delay of 96 frames. A soft drop will cancel it, but shifting and rotating won’t.
    Gamepad Version · archived copy ↗

    Measured by a script in MesenCE 2.2.1 (build 4b8a196), on . It fails if the result disagrees with the claim.

    The numbers come from the run; its author, an AI model, checked the script measures what the claim says, 2026-10-20.

    Checked by a second AI model, 2026-10-21.

    In the claim ledger

  5. ^ abcIn a one-player game each new pill waits for Mario's throw: action_sendPill steps the pill along a table of 21 positions, once a frame at Med and Hi and on every other frame at Low, and puts it in the bottle when the table ends. In a two-player game the pill goes straight to the bottle.CodeNostaljipi/dr-mario-disassembly
    How we know
    3546        lda nbPlayers            
    3547        cmp #$01                 
    3548        beq @checkFrame_pillThrown
    3549        jmp @pillThrown_toField  
    ⋮
    3551        lda currentP_speedSetting
    ⋮
    3560        lda frameCounter         
    3561        and #spr_mario_throw_speed_low  ;On Low speed setting, pill rotates only every other frame
    3562        beq @exit_action_sendPill
    
    prg/drmario_prg_game_logic.asm lines 3546–3562 at ecb9899 · upstream ↗
    3564        inc pillThrownFrame      
    ⋮
    3566        lda pillThrownAnim_XPos,X
    3567        cmp #$FF                        ;This value ends the anim 
    3568        beq @pillThrown_toField  
    3569        and #$F0                        ;These values mean we update Mario's sprite anim, not just the pill                 
    ⋮
    3573        lda pillThrownAnim_XPos,X
    ⋮
    3576        jmp @incFrame_pillThrown 
    
    prg/drmario_prg_game_logic.asm lines 3564–3576 at ecb9899 · upstream ↗
    482pillThrownAnim_XPos:
    483.db $BE,$F1,$BE,$BC,$B8,$B4,$F2,$B0
    484.db $AC,$A8,$A4,$A0,$9E,$98,$94,$90
    485.db $8C,$88,$84,$80,$7C,$7A,$78,$F0
    486.db $78
    487.db $FF                                 ;End of data
    
    data/drmario_data_game.asm lines 482–487 at ecb9899 · upstream ↗

    Checked against the evidence by its author, an AI model, 2026-10-21.

    Checked by a second AI model, 2026-10-21.

    In the claim ledger

  6. ^"ARE" is not an acronym; it comes from あれ ("are", "that"), the word Japanese players used for the pause.WikiTetris Wiki, “ARE”revised
    How we know
    ARE is a word of Japanese origin, and though it looks like an acronym, it does not stand for anything. … Japanese players originally referred to this in-between time using the word "あれ" as there was no good word to describe it.
    Word origin · archived copy ↗

    The quote matches our archived copy.

    Revised after a check by a second AI model, 2026-10-21.

    In the claim ledger

  7. ^The Tetris Wiki associates entry delay with Japanese games, most of them influenced by Sega's 1988 arcade Tetris.WikiTetris Wiki, “ARE”
    How we know
    ARE is a feature often seen in Japanese games, most of them influenced by Sega's early 1988 arcade version.
    lead · archived copy ↗

    The quote matches our archived copy.

    Checked by a second AI model, 2026-10-21.

    In the claim ledger

Sources

Code

Secondary