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Bungie's financial situation during Halo's development was precarious. Ahead of Myth II: Soulblighter's release, Bungie was surviving from its predecessor's sales and had missed release dates. A glitch that caused Myth II to wipe the contents of the directory it was installed to was discovered only after 200,000 copies had been produced for the December 1998 launch. Bungie recalled the copies and issued a fix, costing the company $800,000.[39] As a result, Bungie sold a share of the company and publishing rights to Take-Two Interactive. Still facing financial difficulties, Bungie's Tamte contacted Ed Fries, the head of Microsoft Game Studios, about a possible acquisition. Fries was working on developing the software lineup for Microsoft's first game console, the Xbox. Fries negotiated an agreement with Take-Two Interactive wherein Microsoft gained Bungie and the rights to Halo, while Take-Two kept the Myth and Oni properties.[26] Jones and Seropian pitched the purchase to the rest of Bungie as the way they could shape the future of a new game console.[26] Microsoft announced its acquisition of Bungie on June 19, 2000.[40] Halo was now to be the tentpole launch title for the Xbox.[26]
In less than a year, Bungie had to turn Halo from a loose collection of ideas into a shipping product on an unproven console. To make players feel more connected to the action, Jason Jones pushed for turning the game's perspective from third-person to first-person.[41] A key concern was making sure the game played well on the Xbox's gamepad—at the time, first-person shooters on consoles were rare. Designer Jaime Griesemer spearheaded the effort to adapt Halo to the gamepad. Griesemer worked on code that tried to discern player intent and assist the player's movement and aiming without being obvious. The game buffered player inputs so that the result was the desired player movement, rather than the movement players were actually making. Other Bungie projects were scrapped, and their teams absorbed into Halo in the rush to complete it. Griesemer said that after the Bungie team moved to Microsoft's campus in Redmond, Washington, he was so busy he did not unpack his belongings for six months.[26] The designers prototyped encounters and enemy AI on a sandbox level, "B30". The success of gameplay on this small chunk of the game energized the team, and B30 became "The Silent Cartographer", the fourth mission.[42]
Bungie cut features drastically to make the release date. The open-world plans were scrapped,[42]:14'40''–14'45'' and it became clear the lengthy planned campaign was not feasible. Staten described his resulting role as putting "story duct tape" over gaps that appeared to smooth them over. To save time, Lehto floated the idea of reusing campaign levels; glowing directional arrows were added after playtesters got lost.[26] Microsoft game writers Eric Trautmann and Brannon Boren performed last-minute rewrites to improve the game's script a week before voiceover sessions while not being allowed to view the game itself.[citation needed] The campaign cutscenes came in so late that composer Martin O'Donnell had to score them in only three days.[26] An online multiplayer component was dropped because Xbox Live would not be ready. Only four months before release, it was decided that the multiplayer was still not fun, so it was scrapped and rebuilt from scratch, using team members who moved from the defunct Bungie West team after completing Oni.[26][42] Some personnel took to sleeping in the office for the last few months to make sure the game made its deadline thanks