The best free iPhone games on the planet

The days when you had to buy a defended gaming rig and spend a load of mazuma for a quality gaming wits are long gone. Thanks to the iPhone (and iPod touch) and the App Store, you can get an spanking-new mobile gaming wits for just a few bucks (or quid, for that matter), or plane less.

In fact, a lot of the games out there are free. But can you get unconfined games for nothing at all, or is the 'free' section of the App Store just a shoddy excuse to bombard you with in-app purchases?

The wordplay is, of course, both. The trick is finding the gems amongst the dross, and what follows are our picks of the bunch: our top self-ruling iPhone games, presented in no particular order, including both long-time classics and sunny cutting-edge recent releases. We've plane included a VR game for you... aren't you lucky?

At a glance, Super Cat Tales looks like it’s arrived from a 1980s console. Bright colors, stocky pixels, and leapy gameplay put you in mind of a Mario or Alex Kidd adventure.

But although Super Cat Tales twangs the odd nostalgia gland, the controls make it a thoroughly modern affair. Weft movement happens by tapping the left or right screen whet - hold to move or double-tap to dash. While dashing, your moggie will leap from a platform’s edge; and if sliding lanugo a wall, a tap in the opposite direction performs a wall jump.

At first, this feels confusing, as muscle memory fights these unique controls. Surpassing long, though, this smart diamond dovetails with succinct levels packed with secrets, collectible cats with unshared abilities, and gorgeous aesthetics, to make for one of the weightier games of its type on mobile.

The Mikey series has evolved with every entry. Initially a speedrun-oriented stripped-back Mario, it then gained swinging by way of grappling hooks, surpassing ditching traditional controls entirely, strapping jet boots to Mikey in a kind of Flappy Bird with class.

With Mikey Jumps, the series has its biggest shift yet. Scrolling levels are dispensed with, in favor of quick-fire single-screen efforts. Now, Mikey auto-runs, and you tap the screen to time jumps so he doesn’t end up impaled on a spike or plummet to his death.

It sounds reductive, but the result is superb. Devoid of cruft and intensely focused, Mikey Jumps is perfect for mobile play, makes nods to previous entries in the series (with hooks and boots peppered about) and has spanking-new level diamond that sits just on the right side of infuriatingly tough.

Minimal shopping game Higher Higher! is flipside of those titles that on paper seems ridiculously simple, but in reality could result in your thumb and smart-ass having a nasty falling out.

A little square scoots when and withal wideness the screen, waffly verisimilitude whenever it hits the whet and reverses direction. Your aim is to tap a matching colored post when the square passes over it.

The snag is that the square then changes verisimilitude again; furthermore, the columns all transpiration verisimilitude when the square hits a screen edge.

To add to your troubles, Higher Higher! regularly speeds up, too, thereby transforming into a high-octane dexterity and reactions test. Combos are the key to the highest scores and, as ever, one mistake spells game over.

Satellina Zero is a somewhat utopian game that borrows from uncounted runners and rhythm whoopee titles. You play as a white hexagon, sliding left to right to scoop up untried hexagons streaming in from the top. You can moreover tap, which jumps you to the relative horizontal location while simultaneously switching mortiferous red hexagons to untried (and greens to red). It sounds complicated, but it really isn’t.

Survival is reliant on observation and quick thinking, where you must constantly ensure whatever hexagons are coming up are the right color, jump wideness at the perfect moment, and slide to scoop them all up. Last long unbearable and you unlock new modes and music.

It would have been interesting to see choreographed levels with percentage scores, rather than games comprising semi-randomized waves that unchangingly end on a single missed hexagon; nevertheless, Satellina Zero is a fresh, compelling shopping experience.

Blokout is a furious, high-speed color-matching game that punishes you for the slightest hesitation. The initial mode plonks you in front of a three-by-three grid, and you have to swap colored squares, Bejewelled-style, to make well-constructed lines, which then vanish.

The timer is the key to the game. A clock sits in the upper-left of the screen and rapidly counts down, giving you only a few moments to well-constructed a line. If the timer runs dry it's game over; make a line and it resets, giving you flipside few seconds.

The intensity is therefore unchangingly set to maximum, nicely contrasting with the game's friendly, unvigilant colors (which amusingly turn stark woebegone and white the instant you lose); and if you stick around, you'll find remoter challenges by way of boosters and tougher modes.
 

There are few shopping games as refined and perfectly considered as Forget-Me-Not – and we're talking wideness all platforms, not just iPhone.

The game places you in procedurally generated dungeons, tasking you with eating all the flowers, grabbing a key and making for the exit. All the while, you auto-shoot ahead, stoping yonder at each dungeon's denizens.

What sets the game untied from its contemporaries is its energy, vitality and variety. Multiple modes shake up strategies, and the many variegated foes that whizgigging in have unshared personalities to alimony the gameplay varied.

Some relentlessly home in on you, whereas others are content self-glorification anything virtually them to pieces – including the maze. Suitable for one-thumb play in portrait or landscape, Forget-Me-Not is an shopping classic.

Aptly named, given that it has loads of platforms and aims to make you panic, Platform Panic is a high-speed single-screen platform game. Whenever you enter a new screen, you’ve a split second to work out what’s going on surpassing you forge ahead, trying to write-up its various traps. As is so often the way on mobile gaming titles, a single slip up spells death.

There’s auto-runner DNA in Platform Panic, since your little weft never stops running – although you can transpiration their direction with a swipe and, crucially, leap into the air. Over many games, you’ll icon out how to write-up each screen, and then it’s just a question of chaining together a number of successful attempts.

This is easier said than done, mind. Scores of over a dozen are something to be proud of in Platform Panic’s world. Still, games are short unbearable that when your little storyboard avatar is rudely impaled, there’s unchangingly time for flipside go.

One of the most unwisely generous deals we’ve overly seen on the iPhone, Cally’s Caves 3 is a monstrous platform venture that’s given yonder entirely for free. Many dozens of levels wideness eight zones find the titular Cally searching for her parents, who’ve managed to get kidnapped by an evil genius – for the third time.

Unsurprisingly, Cally’s not overly chuffed with this turn of events, and she moreover happens to be worryingly heavily armed for a young pigtailed girl. She leaps about, stoping enemies, finding bling, and making for an exit, in tried-and-tested platforming fashion.

This is a tough game. Although you can have uncounted cracks at any given level, Cally’s Caves 3 is based virtually checkpoints, forcing you to not just unreliability ahead. But smart level diamond and a sunny weapon upgrade model alimony the frustration to a minimum and ensure this is one of the weightier games of its type on the iPhone.

Apparently turned off by chess’s transferral to beauty, elegance and balance, the developer of Really Bad Chess set out to unravel it. You therefore start your first game with a seriously souped-up set of pieces: several queens, and loads of knights. Your hapless computer opponent can only squint on while lumbered with a suspicious number of pawns.

One easy win later and you’re full of confidence, but Really Bad Chess keeps switching things up. Rather than the AI getting largest or worse, the game changes the wastefulness of your set-up. As you improve, your pieces get worse and the computer’s get better, until you’re the one fending off an overpowered opponent.

It’s a small twist on the chess formula, to be sure, but one that opens up many new ways of playing, whether you’re a grandmaster or a relative novice.

In Maximum Car, you careen withal winding roads, smashing your stocky car into other similarly Lego-like vehicles. When possible, you lob missiles well-nigh with merry abandon, boost, drift, and often whisk withal like a lunatic. It’s a bit like a stripped-down Burnout or a gleefully violent OutRun

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Your terrorising of other road users (through near misses and sparklingly driving on the wrong side of the road), rewards you with coins to spend on powering up your ride. Do so and Maximum Car speeds up significantly, veering into wacky and barely unoffensive territory.

Takedowns (as in, smashing other cars off of the road) are moreover positively encouraged; destroy the same car over unbearable races and it’ll be unlocked for purchase.

Along with a tongue-in-cheek commentary track, this is all very silly entertainment – unconfined for quick bursts of adrenaline-fuelled racing, and veritably not the sort of thing to play surpassing a driving test.