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In the campaign levels "Assault on the Control Room" and "343 Guilty Spark", a glitch can be performed where if you hold down the button to throw a grenade right as a cutscene showing you arriving on the Pelican starts, you will stay inside the Pelican despite map scripting normally forcing you to jump out. The ship will then fly off out-of-bounds. If this glitch is done in the former mission, you can exit at any time and explore, but if you do not jump out in time, the Pelican will fly through a kill barrier and kill you. If done in the latter mission, you can safely get out at any time and explore with no risk of death. If you travel northeast from where the Pelican landed, you may eventually encounter a lone Marine, Private Mendoza from later in the mission, standing around in the empty area doing nothing. In Anniversary Edition, this Marine is slightly hidden behind a tree (several were added to this area in this edition), but he can still be seen as the trees do not have collision-detection, allowing you to walk through them. While it may seem that him standing around doing nothing is just an Easter egg, his presence here is actually a pre-determined location for his model to spawn in at before he is needed later in the level so there are no memory allocation spikes that would occur if his model was just loaded in and destroyed from the level. This is part of a common game programming pattern called "object pooling" where multiple objects are pre-initialized to be in use, and once their usage is finished are set to no longer be in use. The position of Mendoza's model is changed to be used in a pair of cutscenes during the mission.
It's notable that Mendoza's model has very minimal AI unlike other NPCs in the stage. Normally, if you use mods to possess any other character in the level and play as them, the game will recognize that the functions assigned to that character are being overridden by the player character and the level will crash. If you use mods to possess Mendoza's model however, the game will not recognize his functions have changed and you can play through the entire mission as him. He has less functionality than Master Chief, he freezes when he is hit due to him playing an animation central to his original AI, and will die in a few hits, but with the God Mode invincibility cheat on he can complete the level. Although designer Jaime Griesemer mentioned that there was a playable Marine unit named "future soldier" in an earlier RTS prototype of Halo titled "Monkey Nuts"/"Blam!", it's unknown if Mendoza specifically was ever planned to be playable.
It's notable that Mendoza's model has very minimal AI unlike other NPCs in the stage. Normally, if you use mods to possess any other character in the level and play as them, the game will recognize that the functions assigned to that character are being overridden by the player character and the level will crash. If you use mods to possess Mendoza's model however, the game will not recognize his functions have changed and you can play through the entire mission as him. He has less functionality than Master Chief, he freezes when he is hit due to him playing an animation central to his original AI, and will die in a few hits, but with the God Mode invincibility cheat on he can complete the level. Although designer Jaime Griesemer mentioned that there was a playable Marine unit named "future soldier" in an earlier RTS prototype of Halo titled "Monkey Nuts"/"Blam!", it's unknown if Mendoza specifically was ever planned to be playable.
Video about the hidden Marine:
https://www.youtube.com/watch?v=DA1S6d0d-bE
Glitch to stay in the ship during Assault on the Control Room:
https://www.youtube.com/watch?v=jAVgeC5cpdA
Vice article on Halo development:
https://www.vice.com/en/article/xwqjg3/the-complete-untold-history-of-halo-an-oral-history
https://www.youtube.com/watch?v=DA1S6d0d-bE
Glitch to stay in the ship during Assault on the Control Room:
https://www.youtube.com/watch?v=jAVgeC5cpdA
Vice article on Halo development:
https://www.vice.com/en/article/xwqjg3/the-complete-untold-history-of-halo-an-oral-history
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In 2022, an Easter egg was discovered on the title screen of the Beta 1749 build of the game dating back to August 15, 2001. A hidden legible message can appear among the 8-bit text reading:
This presumably refers to staring directly in front of the screen to read the tiny message.
"this is whack
if you can
read
this you are to damn close"
if you can
read
this you are to damn close"
This presumably refers to staring directly in front of the screen to read the tiny message.
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For the premiere demo of Halo: Combat Evolved at MacWorld 1999, Marty O'Donnell and Michael Salvatori were tasked to create music for the demo within three days. They were directed to make the song that would become the Halo series' main theme sound "ancient, mysterious and epic". While driving to Salvatori's home, O'Donnell brainstormed the song and its core melody:
The song was recorded the day prior to MacWorld 1999 by three jingle singers, O'Donnell and Salvatori, accompanied by a string sextet of four violins and two cellos. O'Donnell requested one of the jingle singers to perform the Qawwali-like voice solo during the string melody, but upon hearing O'Donnell's example, it was decided O'Donnell would sing the solo instead.
"[A]s I was driving, I thought 'Okay, ancient...you know, monks are ancient, so I'm going to start with some sort of monk chant, and it's got to be hook-y, it's got to stick in people's heads and then we'll go on to something sort of epic and pounding; cellos and drums, and stuff.'
I've always analyzed [the melody to "Yesterday" by The Beatles]; it's got one high point, it's got one low point, it's got four sort of irregular phrases...
So, [the Halo theme is]...not a copy of the Yesterday melody, but the Yesterday melody inspired me to put that together, because I thought, 'Well, if I have one high point, one low point, to four irregular phrases but still do a legitimate monk chant melody...it may be able to have legs.'"
I've always analyzed [the melody to "Yesterday" by The Beatles]; it's got one high point, it's got one low point, it's got four sort of irregular phrases...
So, [the Halo theme is]...not a copy of the Yesterday melody, but the Yesterday melody inspired me to put that together, because I thought, 'Well, if I have one high point, one low point, to four irregular phrases but still do a legitimate monk chant melody...it may be able to have legs.'"
The song was recorded the day prior to MacWorld 1999 by three jingle singers, O'Donnell and Salvatori, accompanied by a string sextet of four violins and two cellos. O'Donnell requested one of the jingle singers to perform the Qawwali-like voice solo during the string melody, but upon hearing O'Donnell's example, it was decided O'Donnell would sing the solo instead.
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In the level "Assault on the Control Room", by flying a Banshee onto the 2nd platform above the control room and then standing at the edge on the right, the song "Siege of Madrigal" from an earlier Bungie game, Myth: The Fallen Lords, can be heard.
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The Elite's phrase "Wort! Wort! Wort!" is actually Johnson saying "Go! Go! Go!" in reverse.
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When Halo was changed to a first-person shooter, Microsoft suggested adding "Combat Evolved" to the title to make it more descriptive, like the military games they were competing with.
The compromise was they could add a subtitle. Everyone at Bungie hated it. But it turned out to be a very sticky label and has now entered the gaming lexicon to the point where articles that have nothing to do with Halo get titles like 'Skateboarding Evolved'. So I guess in hindsight it was a good compromise. -- Jaime Griesemer
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After beating the game on the Legendary difficulty, a special cutscene plays. Spoiler:Sergeant Johnson is seen grappling for an assault rifle with a Covenant Elite. When the Pillar of Autumn's self-destruct sequence is activated, Johnson says to the Elite "This is it baby. Hold me." The two then hug while the Halo ring explodes.
An updated version of the cutscene is also present in Halo: Combat Evolved Anniversary.
An updated version of the cutscene is also present in Halo: Combat Evolved Anniversary.
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Halo was originally planned as a Mac exclusive, and was also an RTS similar to Myth, a previous game by Bungie, and later unveiled at Macworld as a third-person shooter. This was until Microsoft bought Bungie in 2000. The game was also considered for release prior on the PlayStation 2 until the partnership with Take 2 ended.
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Halo: Combat Evolved was originally going to be a Real Time Strategy game, and then a Third person shooter before eventually becoming a First Person Shooter.
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During Halo's first European press tour, the demo computer blew up into smoke. Joe Staten, lead writer and cinematics director, remembered it well:
"Having no computer made our first demo go, er, poorly. 'Imagine if you will, there's this green guy called Master Chief, and he's fighting against some purple space aliens called the Covenant.' Cool, huh?"
subdirectory_arrow_right Halo: Reach (Game)
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