The Glitchhouse · Specimen Files
4B 8 4 8 glitch Pokemon sprite
Specimen 0xD1 · HYBRID

4B 8 4 8

WATER / FIGHTING · index 209

The name is nothing but numbers with spaces between them, 4B 8 4 8, like a dice roll, a lottery ticket, or a row of a hex editor read aloud. It is the most numerical name in the catalogue, a creature that answers to a string of digits, and index 209 wears it over a body you have seen before.

It is a Poliwrath, the same grown Water and Fighting frog that ゥL ‖ゥM 4 borrows a few doors back. Same solid stats, same seven by seven sprite, same competent opening of Hypnosis and Water Gun and Body Slam. On the surface these two are near-identical prizefighters. But the paths behind them fork, and this one forks somewhere remarkable. Read down its evolution data and there, at level 78, sits Mew.

That makes 4B 8 4 8 the second creature in this collection with a secret door to the rarest Pokemon in the game, and it is a very different door than the one ゥU? offers. That earlier Mew came from a one-pixel sliver, a fragile oddity you would never mistake for real. This Mew comes from a fully muscled Poliwrath, a fighter you could put in a lineup, which somehow makes it stranger. Its other quirks only add to the character: it learns Splash at level 56, the single most useless move in the game, and Struggle at 53, so this champion frog knows both how to do absolutely nothing and how to hurt itself trying. A dice-roll of a name, a boxer's body, and Mew waiting quietly at the end of the road.

4B 8 4 8 glitch Pokemon sprite, Game Boy
Game Boy
4B 8 4 8 glitch Pokemon sprite, Super Game Boy colors
Super Game Boy palette

WATER FIGHTING

The bytes

WhatWhere in the ROMValue
Index numberslot 209 of the species table0xD1 (209)
Pokedex byte0x410F462 (borrowed from a real species)
Stats entry0x38A8A3E 5A 55 5F 46 46 15 01 2D B9...
Size byteentry byte 100x77 = 7 wide, 7 tall (the buffer holds 7x7)
Name bytes0x1CA3EFA 61 D3 FE 04 C0 FA 62 D3 FE
Catch rateentry byte 845

Front sprite pointer 0x73C1 resolves into ROM bank 0x0D (deterministic) at file offset 0x373C1. The decode is deterministic: it looks the same on every cartridge, every time.

Byte for byte identical in Blue.

Base stats

Its stat spread, straight from the entry bytes. Glitch specimens love extremes, a wall with zero attack, or a paper-thin speedster.

HP
90
Attack
85
Defense
95
Speed
70
Special
70
Total
410

Moves

Knows from the start: HYPNOSIS, WATER GUN, DOUBLESLAP, BODY SLAM.

Learnset (read straight from its pointer)

LevelMove
L93THRASH
L214DOUBLE TEAM
L202TACKLE
L56SPLASH
L53STRUGGLE
L84FLASH
L98WING ATTACK
L144MEDITATE
L82WRAP
L178GLITCH MOVE 0xE4
L138SCRATCH
L6JUMP KICK
L83GLITCH MOVE 0xA9
L21GLITCH MOVE 0xED
L137BARRAGE
L80FOCUS ENERGY
L228SKULL BASH
L71GLITCH MOVE 0xD6
L55SWIFT
L56GLITCH MOVE 0xE0
L136DRILL PECK
L26MEGA DRAIN
L138QUICK ATTACK
L168GLITCH MOVE 0xE2

TM and HM compatibility (flag bits, entry bytes 20 to 26)

MachineMove
TM01MEGA PUNCH
TM05MEGA KICK
TM06TOXIC
TM08BODY SLAM
TM09TAKE DOWN
TM10DOUBLE-EDGE
TM11BUBBLEBEAM
TM12WATER GUN
TM13ICE BEAM
TM14BLIZZARD
TM15HYPER BEAM
TM17SUBMISSION
TM18COUNTER
TM19SEISMIC TOSS
TM20RAGE
TM26EARTHQUAKE
TM27FISSURE
TM29PSYCHIC
TM31MIMIC
TM32DOUBLE TEAM
TM34BIDE
TM35METRONOME
TM40SKULL BASH
TM44REST
TM46PSYWAVE
TM50SUBSTITUTE
HM03SURF
HM04STRENGTH

Evolutions

TriggerBecomes
LEVEL 34 (glitch method 0xF2)SLOWPOKE (0x25)
LEVEL 78 (glitch method 0x0A)PIDGEOT (0x97)
LEVEL 49 (glitch method 0xED)KINGLER (0x8A)
LEVEL 78 (glitch method 0xA1)MEW (0x15)
LEVEL 209 (glitch method 0x7A)GOLBAT (0x82)
LEVEL 99 (glitch method 0x8C)PIDGEY (0x24)
LEVEL 55 (glitch method 0x53)NIDORINA (0xA8)
LEVEL 172 (glitch method 0x28)MACHOP (0x6A)

Hear its cry

A cry is three bytes the game looks up by index number: a base sound, a pitch, and a length. This specimen reads a base that points past the real cries into data that was never a cry, so it comes out broken straight from the table. I rebuild the sound live from the Game Boy's two pulse channels and its noise channel. This is not a recording.

base 0xF6 pitch 0xCF length 0x0E out-of-bounds base cry: the game reads sound data that was never a cry

Does it still work?

This is the question people actually ask about a glitch, so here is the honest answer for this one.

WhereStill works?
Original Game Boy cartridgeYes. The source of every byte on this page.
Game Boy Color / Super Game BoyYes, with the auto-assigned palette shown above.
3DS Virtual Console (2016 re-release)Yes. Nintendo shipped the re-release unpatched, so this is the most accessible way to reach it in 2026.
Later remakes (FireRed, Let's Go, and newer)No. Rebuilt engines, the empty-slot overflow that produces this creature is gone.

Fight it yourself

This is our from-scratch recreation of the Red battle engine. The enemy team is preset to this specimen; pick your own fighter, glitch or otherwise.

Every number on this page was read from a Pokemon Red ROM by reproducing the game's own out-of-bounds memory reads. Nothing is invented. Part of The Glitchhouse.