Capture the Fly: Difference between revisions

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==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 the player and it converts into the colour that represents their 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 the opponents by [[running]] away to strategical spots of the battle map and to dodge the rubber bullets, preventing the [[Light-Fly]] from being stolen. The player gradually wins one point after another if they keep 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 the player and it converts into the colour that represents their 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 the opponents by running away to strategical spots of the battle map and to dodge the rubber bullets, preventing the [[Light-Fly]] from being stolen. The player gradually wins one point after another if they keep 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.


<gallery widths="320px" heights="240px">
<gallery widths="320px" heights="240px">
RM_PC-IdleLight-Fly.jpg|A [[Light-Fly]], on its idle state represented with the purple colour.
RM PC-IdleLight-Fly.jpg|A [[Light-Fly]], on its idle state represented with the purple colour.
RM_PC-FlyCarrier1Light-Fly.jpg|A blue [[Light-Fly]], the colour represented for player 1.
RM PC-FlyCarrier1Light-Fly.jpg|A blue [[Light-Fly]], the colour represented for player 1.
RM_PC-FlyCarrier2Light-Fly.jpg|A red [[Light-Fly]], the colour represented for player 2.
RM PC-FlyCarrier2Light-Fly.jpg|A red [[Light-Fly]], the colour represented for player 2.
 
RM PC-FlyCarrier3Light-Fly.jpg|A yellow [[Light-Fly]], the colour represented for player 3.
RM_PC-FlyCarrier3Light-Fly.jpg|A yellow [[Light-Fly]], the colour represented for player 3.
RM PC-FlyCarrier4Light-Fly.jpg|A green [[Light-Fly]], the colour represented for player 4.
RM_PC-FlyCarrier4Light-Fly.jpg|A green [[Light-Fly]], the colour represented for player 4.
</gallery>
</gallery>


[[Category:Battle Modes]]
[[Category:Battle modes]]

Latest revision as of 11:52, 5 October 2024

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 the player and it converts into the colour that represents their 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 the opponents by running away to strategical spots of the battle map and to dodge the rubber bullets, preventing the Light-Fly from being stolen. The player gradually wins one point after another if they keep 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.