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.