Released in 2005 near the tail end of the Game Boy Advance's commercial prime — the Nintendo DS had launched in late 2004 and was already drawing attention away from the platform — "3 Games in One! - Breakout + Centipede + Warlords" arrived as a budget-oriented compilation developed by Epicenter Interactive. The GBA library by this point was dense with ports and compilations, as publishers sought to extract value from the aging but still widely owned hardware. This particular package brought together three Atari arcade classics that spanned the late 1970s and early 1980s, each representing a distinct pillar of early arcade game design.
Breakout, the foundational title in the set, tasks the player with using a paddle to bounce a ball upward into a grid of colored bricks, clearing them layer by layer. On the GBA, the directional pad or the analog-adjacent shoulder buttons handle paddle movement, and the confined screen of the handheld translates the arcade's vertical layout into a compact but playable field. Brick formations grow more complex as stages progress, introducing harder bricks that require multiple hits and layouts that demand precise angle control to clear efficiently.
Centipede shifts the experience entirely. Originally a 1980 Atari arcade game, it places the player at the bottom of the screen controlling a shooter that must eliminate a segmented centipede as it winds downward through a field of mushrooms. Each segment destroyed leaves behind a mushroom, gradually cluttering the playfield and forcing the centipede to descend more rapidly. Fleas drop vertically to add mushrooms, spiders move erratically across the lower play area threatening the player directly, and scorpions poison mushrooms to make the centipede accelerate when it crosses them. The GBA port retains these enemy types and the escalating pressure they create, with the directional pad providing the four-directional movement the original trackball cabinet offered in a more constrained but functional form.
Warlords is the most socially oriented of the three games. The original 1980 arcade cabinet supported up to four simultaneous players, each defending a castle in one corner of the screen while trying to deflect a fireball into opponents' walls to destroy their castle. The GBA version accommodates up to four players, which is a notable technical and design achievement for a handheld port, though linking four GBA units together for the full multiplayer experience required the GBA Link Cable accessory. In single-player, the remaining castles are controlled by the CPU. The paddle-and-ball mechanic here carries strategic weight absent from Breakout: players must decide when to catch the fireball and hold it briefly before releasing it at a chosen angle, making offensive targeting a core skill.
The compilation was positioned as an accessible, affordable entry point for younger players or those unfamiliar with classic arcade gaming, and it served that purpose straightforwardly. The GBA's portrait-oriented screen required some adaptation of the original horizontal arcade layouts, and the lack of a true analog paddle input means that the fine-grained control of the original cabinet hardware is approximated rather than replicated. Despite these hardware compromises, all three games remain mechanically coherent and retain the addictive loop structures that made them enduring arcade staples.