Capture the Fly
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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 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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A Blue Light Fly, the colour represented for Player 1.
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A Red Light Fly, the colour represented for Player 2.
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A Yellow Light Fly, the colour represented for Player 3.
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A Green Light Fly, the colour represented for Player 4.