The word stunt came about in the early days of Halo PC tricking as a synonym, albeit with a few technical differences, for trick. It was widely used in the multiplayer tricking/glitching scene, and is still in use today. The most notable distinction between stunts and tricks/glitches is stunts include a slightly larger range of phenomena. In sum: the word stunt serves to unify all video game oddities and difficult feats into a single word.


The origination of the word stunt is not known, though it is thought to have come into use sometime in 2004, primarily in server names. E.g. "Stunts with {Username}".

From there it came to be used to refer to any sort of difficult feat associated with unnatural phenomena in Halo: Combat Evolved. It originated in the multiplayer tricking sect of Halo: Combat Evolved, and thus has never been accepted by campaign trickers, who instead prefer the word trick.

It has become relatively irrelevant lately, as Halo PC multiplayer tricking has pretty much died out.

Types of stunts Edit

In Halo: Combat Evolved, there are six major types of stunts.

A balance stunt specifically refers to a vehicle balancing in bizarre ways. Often, a balance stunt involves the act of balancing a vehicle in a manner that would not be remotely possible in real life.
Launches are characterized by players or vehicles flying through the air for extended distances. A launch can send an object across a map or even to the map's height barrier.
Ledges are characterized by the player moving about outside of a level.
Location stunts are characterized by the player reaching specific static locations that cannot be accessed without considerable effort.
Insides involve the act of forcing vehicles or players inside of other objects.
Miscellaneous stunts are stunts that do not fit into the other categories, like Hog Spins or Wall Walking.

Extent Edit

There are a great many stunts in Halo: Combat Evolved. The number is thought to be in the thousands; it is large enough to warrant the usage of stunt sub-types when documenting them. Sub-types can differ radically from one another; for example, launch sub-types can involve anything from explosives to respawning to lag. Even those three categories can be further divided based on a number of factors, ranging from the explosives used to the specific application of lag.