Capture the Fly: Difference between revisions
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'''Capture the Fly''' is | '''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 | |||
<gallery> | <gallery> | ||
Revision as of 17:24, 24 April 2015
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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.

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.