A bloody legend? Let's see what other competitors were in the gaming market at the time!

Blood Legend is a legendary game like its own name, in the era when the game resources were scarce, it created a scene of Internet cafes across the country cutting monsters together.
With the passage of time, the legend is no longer as hot as it was then.
But a lifespan of up to twenty years is enough to prove the success of this game.
So in those days, were there games that threatened legendary status? Let's move on to the inventory!
Section 5: "Bubble Hall"
Bubble Hall is developed by a Korean game company and launched in Chinese mainland in 2003, operated by Sheng Qu Games.
The game tells the story of villagers in a village in the Haba Forest who use magical blisters to hunt and collect gems, and the story begins to save the villagers and retrieve gems that were stolen by pirates.
The game features 8 base characters, 2 hidden characters, and new characters that advance on base characters. Cartoon characters, a variety of props, accessories and funny emoticons, is a casual online game suitable for any age.
The game's character balance complements each other, greatly improving the fault tolerance in the game.
Coupled with the simple operation, cute drawing style, and a "bubble whirlwind" quickly blowing up after the mainland public beta, this game is also an enduring classic online game.
It also impressed a generation of players.
Fourth: Warcraft 3
As soon as the name of this game came out, I believe that many players' deep memories will be touched.
It is a real-time strategy game produced by Blizzard Entertainment and officially released on July 1, 2003.
Creating today's MOBA game boomer, Warcraft 3 deserves it!
Warcraft III: The Frozen Throne is known as the world's most popular real-time strategy game, and it has features that many other games of its kind do not have, such as its concept of "hero", and the emergence of "hero" makes this game both focused on team spirit and shows personal charm. Many veteran players believe that the launch of the "Ice Peak Throne" version is basically the expectation. Through good accessibility, profound connotation, tortuous plot, and colorful gameplay, more and more people have been attracted to participate in competitive games, and the image of "competitive games" in the hearts of domestic players has gradually changed. It shows that the understanding of competitive games in China is rational.
The impact of this game is enormous, and it still deeply affects the current game market today.
At the time, the game was also a giant that hit the legendary market.
Paragraph 3: "The Journey"
This game is also a milestone work of China's online games, creating a new model of free + mall!
This game is based on Chinese martial arts culture, integrating PK war, casual competition, love cultivation and many other game content. The Ten Kingdoms Battle setting and eight major class choices provide players with a full range of gaming experience.
Most importantly, this game is also a big gold sucker, and even crushed the legend at one time.
In 2007, the annual online game revenue, "Journey" net income of 209 million US dollars, eating up one-sixth of the national online game market share.
However, the gold absorption is fast but the life span is short and the risk is large, and from the perspective of the entire game life cycle, there is absolutely no world of Warcraft, legends and other games that earn more.
Classic games can be eight years and ten years or more.
Well, this issue will talk about here, and the last two games, must be able to touch some players more! We'll talk about that in the next issue.