Pull the Pin
Pull the pins in the right order to fill the cup, and keep the hazard out.
How to play Pull the Pin
Balls sit in a tall vessel, held up by horizontal pins (bars). Bright balls are the ones you want; the dark balls marked with an X are hazards. Tap a pin to yank it out, and everything resting on it drops under gravity toward the cup at the bottom. Your goal is to land enough bright balls in the cup, but if a single hazard ball falls in, the level is lost. The order you pull the pins is everything: clear the safe chambers and strand the hazards on ledges you leave alone. Solve all 12 levels.
It is all about the order
Pull the Pin is a physics puzzle dressed up as a simple tap game. Balls sit stacked inside a tall vessel, held up by horizontal pins. Pull a pin and everything resting on it drops. Your goal is to land the bright balls in the cup at the bottom, but mixed in among them are dark balls marked with an X, and if even one of those falls into the cup, the level is lost. So you're never just yanking pins; you're choosing a sequence.
The whole game lives in that sequence. Pull the pin under a safe chamber and the good balls pour down; leave the pin under a hazard alone and its dark balls stay stranded on a ledge, harmless. Get greedy or careless with the order and you send an X ball straight into the cup.
Reading a level
- Before you touch anything, trace where each pin's load will fall. Bright balls should have a clear route to the cup; hazards should not.
- Deal with the safe balls first when their drop is clean, and save any pin that would release a hazard for last, or never pull it at all.
- Watch for shared paths: sometimes a bright ball and a dark ball sit above the same channel, and the order you pull decides which one reaches the cup.
- If a pin has no upside, leave it. You don't need to pull every pin, only enough bright balls into the cup with every hazard kept out.
There are twelve hand-built levels, and each is a small logic knot rather than a test of reflexes. The early ones teach the idea with just a pin or two, while later ones stack several chambers and extra hazards, so a single pull can trigger a chain of drops you have to picture before you commit. Take your time. Nothing moves until you do, and the thirty seconds you spend tracing drops before the first pull is the cheapest insurance the game sells.
Work backward from the cup
When a level won't crack, reverse your thinking. Start at the cup and climb. Which pin is the last gate a ball passes on its way in? That pin is your final pull, and everything above it has to be sorted before it goes. Solving in reverse turns a wall of pins into a checklist: last gate, then the chamber above it, then the chamber above that.
Here's the classic pattern it exposes. The top chamber holds two bright balls and one hazard. Under the hazard's side sits a short slanted pin; under everything runs the long straight pin that opens the way down. Pull the slanted pin first and the hazard rolls off its little shelf into the dead pocket at the side, out of the story. Now the long pin is safe, and the bright balls drop clean. Pull the same two pins in the other order and the whole group travels together, hazard included, straight into a lost level. Same pins, opposite results, and the only difference is sequence.
Physics adds one wrinkle worth respecting: balls roll. A ball that lands on a slope keeps moving, and a crowd of balls shoves its outliers sideways. So don't only ask where a ball will fall. Ask where it will settle, because a hazard that drops harmlessly onto a ledge can still creep off it when a later pull shakes the pile.
Born from a fake advert
The pin puzzle has one of the strangest origin stories in games. Around 2019 it was everywhere, but only as an advert: mobile ads showed pins, chambers, treasure and lava for games that contained nothing of the kind. Millions of people downloaded a home-decorating game expecting to pull pins and found ordinary match levels instead. Complaints piled up until 2020, when the UK's advertising watchdog banned some of those ads for being misleading. Studios drew the obvious lesson: people clearly wanted the game inside the fake ad, so real versions got built, and the borrowed idea turned out to be a genuinely good puzzle about gravity and order. The version here plays it straight. What you see is what you pull, and the only trick is the one you work out yourself.
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Pull the Pin: frequently asked questions
How do I tell the good balls from the hazards?
Bright balls are solid light circles; hazard balls are dark and stamped with a bold X. They read clearly apart at a glance, so you always know which ones to keep out of the cup.
Does the order I pull the pins matter?
Yes. That is the whole puzzle. Pulling the wrong pin first can drop a hazard straight into the cup or block a chamber you needed. Each level has a safe order; think about what each pin is holding before you pull it.
What are the dark balls with an X?
Those are hazards. Your aim is to keep every one of them out of the cup. If a single hazard ball drops in, you fail the level, no matter how many good balls you have collected.
Do I need to pull every pin?
No. You only need enough bright balls in the cup while keeping the hazards out. Some pins are best left alone entirely, because pulling them would release a dark ball.
Why did I lose when most of my balls were correct?
A single hazard ball reaching the cup ends the level instantly. It does not matter how many bright balls you landed. One X ball in the cup is an immediate loss.
How do I decide the order to pull pins?
Trace each pin's falling load first. Release the pins whose balls drop safely, and postpone or skip any pin that would send a hazard toward the cup. The right order strands the dark balls on ledges.
Can I take a pull back?
No. Once a pin is out it stays out, and whatever rested on it has already moved. If a sequence goes wrong, restart the level, replay the pulls that worked in the same order, and branch off where the plan failed.
Is there a time limit?
No. The twelve levels are logic puzzles, so you can study each one as long as you like before committing to a sequence of pulls.
Is Pull the Pin free to play?
Yes. Pull the Pin is completely free on Inkplay, with no download, no sign-up, and no in-game purchases. Open the page and play instantly on desktop or mobile.
Can I play Pull the Pin unblocked?
Yes. Pull the Pin runs entirely in your browser with no download, install, or plugins, so it loads instantly and keeps working even on school or work networks where bigger game sites get blocked.
More games to play
In the mood for more? Try 2048, Memory Match, Lights Out, Minesweeper, or browse all puzzle games and the full games list on Inkplay.