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This Magazine Plays Tetris—Here’s How

Red Bull’s gaming edition of The Red Bulletin hides a working Tetris game in its cover using flexible electronics and 180 RGB LEDs.
Length7 min Posted Quest giverVGSources Team
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A special edition of Red Bull’s The Red Bulletin contains a working Tetris game in its cover. It is not a printed puzzle, a phone hidden behind a page, or a conventional LCD display: the cover uses a paper-thin flexible circuit board, 180 RGB LEDs, capacitive-touch controls, a microcontroller, rechargeable batteries, a speaker and a concealed USB-C charging port.

What is the playable Tetris magazine?

The object is a gaming-focused edition of Red Bull’s The Red Bulletin, described in coverage as a roughly 180-page “GamePop” or gaming edition. The interior is still a printed magazine. The electronic game is integrated into its cover, making “playable magazine” a description of the complete physical object rather than a claim that every page contains electronics.

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The project involved Red Bull Media House, The Tetris Company and Kevin Bates, the creator associated with Arduboy-style miniature game hardware. The “world’s first playable gaming magazine” label appears to be a promotional claim, not an independently established history of every interactive magazine ever produced. Tetris’ promotional material and coverage describe it as a limited promotional project, rather than a normal mass-market magazine.

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There is also no verified current retail listing, official price or ordinary purchase route for the device. Readers should treat it as a limited-edition promotional object, not as a product routinely available at newsstands or through a standard online store.

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The “screen” is 180 RGB LEDs

The cover does not use a phone-style LCD or OLED panel. Its display is a low-resolution matrix made from 180 RGB LEDs. Each RGB LED can emit multiple colors, which allows the tetrominoes and other game elements to appear in different colors and makes the tiny display more visually expressive than a single-color indicator panel.

That sounds extremely limited compared with a modern game screen, but Tetris is unusually well suited to a grid of lights. The essential information is geometric: where the falling blocks are, how they are rotated and which lines have been completed. A detailed image is unnecessary. The matrix only needs to communicate occupied cells, movement and timing clearly enough for the player to react.

In exchange for its novelty and thinness, the display gives up resolution, visual detail and likely game complexity. “Plays Tetris” should not be read as feature parity with Tetris Effect, Tetris 99 or modern licensed mobile versions. There is no available evidence confirming features such as hold pieces, ghost pieces, online play, multiplayer, downloadable software or extensive selectable rule sets.

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How can electronics fit inside a magazine cover?

The central packaging achievement is a reported 0.1-millimeter-thick flexible circuit board. Instead of putting a conventional rigid circuit board behind the cover, the design uses flexible electronics that can follow the magazine’s shape and remain visually integrated with the printed object.

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A rigid board would make the cover feel like a separate handheld attached to a magazine. A flexible board helps preserve the illusion that the game is part of the publication itself. The trade-off is that flexibility does not mean unlimited folding. Sharp creases and repeated bending can stress conductive traces, LED connections, battery wiring and the USB-C assembly. The magazine should not be treated like an ordinary paper cover that can be folded without consequence.

Reported project descriptions also mention an ARM-based microcontroller, rechargeable coin-cell batteries, sound effects, high-score storage and a hidden USB-C charging port. A maker-related source identifies the processor as a Microchip SAMD21G18, but that is a component-level detail from maker coverage rather than a specification independently confirmed in a full official engineering document. Coverage summarizing the project provides the broader hardware description, while the Microchip Makes post archive is the source for the more specific component and touch-sensor details.

How are the controls implemented?

The cover reportedly contains seven capacitive-touch sensors. The touch areas are integrated into the circuit board’s copper layer rather than implemented as protruding mechanical buttons. Touching a zone changes its electrical characteristics, allowing the controller to interpret the player’s input while keeping the cover flat.

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The controls need to cover the basic actions required by a Tetris game: moving a piece horizontally, rotating it and accelerating or triggering its drop. Other zones may handle starting, pausing, selecting a mode, confirming an option or resetting the game.

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The available material does not establish the exact assignment of all seven touch regions. That is an important distinction: knowing that the magazine uses capacitive touch does not, by itself, prove which area is left, right, rotate or drop. A physical demonstration or an official control diagram is needed before those labels can be stated confidently.

Capacitive controls also introduce familiar practical limitations. Gloves, moisture, fingers resting across neighboring zones and a sharply bent cover can interfere with touch detection in any such design. Those are general properties of capacitive input, not documented failure measurements for this particular magazine.

What is it like to play?

  1. Open or hold the magazine with the electronic cover visible.
  2. Use its built-in control to turn the unit on, following the device’s own demonstration or labeling.
  3. Use the touch zones to move and rotate the falling tetrominoes.
  4. Clear lines using the familiar Tetris rules.
  5. Recharge the unit through the concealed USB-C port when the battery is depleted.

The LEDs provide the game board, while the microcontroller runs the software and the speaker supplies sound effects. Reported specifications also include high-score storage, giving the object at least a small amount of persistence beyond a single session.

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Reported battery life is approximately one to two hours per charge. That is a project specification or estimate, not an independently measured battery test. Actual runtime would reasonably depend on brightness, sound volume, play style, battery condition and how the device is stored.

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Why use flexible electronics instead of a normal handheld design?

The magazine is primarily an exercise in packaging and interaction design. Its appeal comes from making a printed object unexpectedly behave like a game console. That requires accepting compromises that would make little sense in a conventional handheld:

  • Thinness versus capability: the cover has limited room for LEDs, memory, battery capacity, connectors and physical controls.
  • Flatness versus tactile feedback: capacitive touch keeps the surface thin but does not provide the click or travel of a button.
  • Flexibility versus longevity: the board can conform to the cover, but sharp creases and repeated stress may damage its layers.
  • Novelty versus serviceability: the concealed electronics are visually impressive, but repair and battery replacement procedures have not been documented.
  • Integration versus visibility: a low-resolution LED matrix fits the format, but it cannot match the readability or graphical detail of a dedicated screen.

Coverage has described durability demonstrations, including impact comparisons with ordinary folding-phone screens. Without published test heights, repetition counts, failure criteria and controlled methodology, those should be understood as project demonstrations rather than laboratory durability certification.

What it has—and what it does not

Reported feature What it means
180 RGB LEDs A low-resolution, multicolor LED game display rather than an LCD or OLED panel.
0.1-mm flexible PCB The electronics can be integrated into the cover without the bulk of a rigid handheld.
Seven capacitive-touch sensors Flat touch input replaces conventional physical buttons.
ARM-based microcontroller A small embedded processor runs the game and handles input.
Rechargeable power The cover is intended to be used repeatedly rather than discarded after one session.
USB-C charging The charging connection is concealed in the cover.
Sound and high scores The reported implementation includes audio feedback and score retention.
One-to-two-hour battery life A reported estimate, not an independent endurance result.

There is no evidence in the available material of online connectivity, multiplayer, downloadable games or the broader feature set of a modern Tetris platform. It is better understood as a tiny promotional game embedded in print than as a replacement for a phone game or dedicated handheld.

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Practical handling and troubleshooting

If a unit is ever used, a few precautions follow from its design:

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  • Nothing lights up: charge it through the hidden USB-C port and check whether it has a separate power control.
  • Touch input seems unreliable: remove gloves, dry the cover, avoid touching multiple zones and hold the cover relatively flat.
  • The display is hard to read: use even lighting and avoid sharply bending the cover while playing.
  • The cover has been creased: do not continue folding it like ordinary paper; damage to flexible traces or LED connections may be irreversible.
  • The score disappears: high-score retention is reported, but behavior after complete battery depletion or internal failure has not been documented.

These are sensible handling steps based on the reported construction and general behavior of flexible electronics and capacitive touch. They are not a published repair manual for the magazine.

Why the project matters

The interesting part is not that a microcontroller can run a simple Tetris clone. That has been possible in tiny devices for years. The achievement is the integration: a printed editorial object, a flexible LED matrix, touch input, rechargeable power and game software are presented as one cover.

It points toward a broader overlap between games, advertising, physical media and flexible electronics. A campaign can turn a magazine into a keepsake that demonstrates a technology rather than merely describing it. For makers, it also shows how severe hardware constraints can become part of the design brief: the limited display, flat controls and short battery life are weaknesses in a console, but they are central to the object’s identity as a playable publication.

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That distinction matters for judging the result. As a Tetris machine, it is constrained. As a piece of product packaging and interactive print, its constraints are the point.

At-a-glance specifications

  • Publication: Red Bull’s The Red Bulletin, described as a gaming-focused or “GamePop” edition
  • Length: approximately 180 pages, according to secondary coverage
  • Display: 180 RGB LEDs
  • Electronics: reported 0.1-mm flexible circuit board
  • Input: seven capacitive-touch sensors, with the exact mapping unverified
  • Processor: ARM-based microcontroller; SAMD21G18 reported by maker-related coverage
  • Power: rechargeable battery system, described as rechargeable coin-cell batteries
  • Charging: concealed USB-C port
  • Other reported features: sound effects and high-score storage
  • Battery life: roughly one to two hours per charge, reported rather than independently tested
  • Availability: current retail access and price not verified

Product prices and availability are accurate as of the date/time indicated and are subject to change. Any price and availability information displayed on Amazon at the time of purchase will apply.

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