controllers." During the earlier seasons, Ramsey developed a technique to handle the gamepad with his foot in case more than four characters were in the scene. In scenes using the original Halo, a bug was exploited that made it so that by holding a pistol and looking down, the character would appear to be holding the pistol down but looking up, as if more relaxed. At the same time, changing the perspective the head would bob, giving the impression that the character was talking. The glitch also either made vertical movement limited or returned the character's appearance to normal, so characters would have to estimate movements, since they were always looking down. Bungie eliminated the bug in Halo 2, so that the on-screen characters appear to look up or down correctly. However, Bungie also implemented a new feature that made it possible for Rooster Teeth and others to achieve the same effect as the original bug. In Halo 2, pressing down on the D-Pad of the Xbox controller makes the player character appear to hold his or her weapon in a neutral position, without aiming it at anyone, while looking straight ahead. This also allowed them to move the heads up and down to achieve a more dynamic appearance for some scenes. In footage made using Halo, a weapon aiming reticle appears in the center of the screen. This reticle appears because, as with most machinima, the camera's view is from the perspective of a weapon-wielding player. The exception to this is footage recorded by killing the camera player's avatar. Footage made using Halo: Custom Edition allowed for a player to act as a free roaming camera, and thus contained no reticle. In Halo 2, a bug in the Oddball multiplayer mode allows the player to drop all weapons, causing the weapon reticle to disappear. This bug has been used in all Halo 2 footage from episode 46 onwards. To gain unique angles in the series, Rooster Teeth first used a tank in the game to emulate crane shots by standing the cameraman on the turret while it was raised. Later, they found it more practical to stand the cameraman on other characters in the game. This trick has also been used for other purposes, such as standing Donut on two characters to create the illusion that he could jump higher than is possible in the game. For scenes which