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'''Capture the Fly''' is third and last battle mode in ''[[Rayman M]]'' .  
'''Capture the Fly''' is one of the three battle modes in ''[[Rayman M]]'' and ''[[Rayman Arena]]''.  It comes last in the list of battle modes for each level, and is often unlocked when a player wins a [[Lum Fight]].    


[[File:RM_PC-IdleLight-Fly.jpg|thumb|right|316px|A [[Light-Fly]], on its idle state represented with the purple colour.]]
[[File:RM_PC-IdleLight-Fly.jpg|thumb|right|316px|A [[Light-Fly]], on its idle state represented with the purple colour.]]


==The goal==
==The goal==
 
Players have the objective of catching the [[Light-Fly]] and holding it as long as possible. The [[Light-Fly]] is always positioned in one specific spot of the battle maps, normally in the middle of them glowing with a pink colour. When a player touches it, it sticks to him/her and it converts into the colour that represents the player's number: blue for player one, red for player two, yellow for player three and green for player four. After having possession of the [[Light-Fly]], the player must avoid his opponents by running away to strategical spots of the battle map and to dodge the Rubber Bullets and trying to keep the [[Light-Fly]] for himself/herself. The player gradually wins one point after another if he/she is able to hold the [[Light-Fly]] for enough time. Players that hold the [[Light-Fly]] are not able to shoot Rubber Bullets, while the other players can. The opponents that pursue the [[Light-Fly]] holder have five Rubber Bullets that are recharged gradually back to five some time after the usage of the ammo. When the [[Light-Fly]] holder is hit, the [[Light-Fly]] will fly to the player who shot the Light Fly. The battle ends when one of the players earns the set amount of points.
Players have the objective of catching the [[Light-Fly]] and holding it as long as possible. The [[Light-Fly]] is always positioned in one specific spot of the battle maps, normally in the middle of them glowing with a pink colour. When a player touches it, it sticks to him/her and it converts into the colour that representates the player's number: blue for player one, red for player two, yellow for player three and green for player four. After having possession of the [[Light-Fly]], the player must avoid his opponents by running away to strategical spots of the battle map and to dodge the Rubber Bullets and trying to keep the [[Light-Fly]] for himself/herself. The player gradually wins one point after other if he/she is able to hold the [[Light-Fly]] for enough time. Players that hold the [[Light-Fly]] are not able to shoot Rubber Bullets, while the other players can. The opponents that pursuit the [[Light-Fly]] holder have five Rubber Bullets that are recharged gradually back to five some time after the usage of the ammo. When the [[Light-Fly]] holder is hit, the [[Light-Fly]] will fly to the player who shot the Light Fly. The battle ends when one of the players earns the set amount of points.


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Revision as of 17:24, 24 April 2015

Capture the Fly is one of the three battle modes in Rayman M and Rayman Arena. It comes last in the list of battle modes for each level, and is often unlocked when a player wins a Lum Fight.

A Light-Fly, on its idle state represented with the purple colour.

The goal

Players have the objective of catching the Light-Fly and holding it as long as possible. The Light-Fly is always positioned in one specific spot of the battle maps, normally in the middle of them glowing with a pink colour. When a player touches it, it sticks to him/her and it converts into the colour that represents the player's number: blue for player one, red for player two, yellow for player three and green for player four. After having possession of the Light-Fly, the player must avoid his opponents by running away to strategical spots of the battle map and to dodge the Rubber Bullets and trying to keep the Light-Fly for himself/herself. The player gradually wins one point after another if he/she is able to hold the Light-Fly for enough time. Players that hold the Light-Fly are not able to shoot Rubber Bullets, while the other players can. The opponents that pursue the Light-Fly holder have five Rubber Bullets that are recharged gradually back to five some time after the usage of the ammo. When the Light-Fly holder is hit, the Light-Fly will fly to the player who shot the Light Fly. The battle ends when one of the players earns the set amount of points.