Capture the Fly

Revision as of 23:49, 9 September 2011 by Haruka (talk | contribs) (A linguistical revision and some pictures are welcomed here.)
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Capture the Fly is third and last battle mode in Rayman M .

The goal

Players have the objective of catching the Light Fly and holding it the most time 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 the number one, red for number two, green for player three and yellow for player four. After having pose 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 helder have each one five Rubber Bullets that are recharged gradually back to five some time after the usage of the ammo. When the Light Fly helder is hitted, the Light Fly will fly to the correspondent shooter of the Rubber Bullet that hitted the helder. The battle ends when one of the players earns first the ten points.