The Glitchhouse · Specimen Files
a glitch Pokemon sprite
Specimen 0xC0 · HYBRID

a

WATER · index 192

Every hallway has one door that looks like all the others but opens onto a normal room. In the hybrid wing, that door is index 192, and its name is a single lowercase letter: a. Not a cursor, not a smear of kana, just a. As if the game got tired and only had the energy to name this one after the first thing it could reach.

And behind the plain name is the most convincing counterfeit in the catalogue. It is a clean Water type. Its stats are balanced and sane, 65 across the board with a respectable 90 speed, the kind of spread a real mid-game Pokemon would have. It knows Bubble, Hypnosis, and Water Gun from the start, a moveset you could hand to a Poliwhirl and nobody would blink. Its catch rate is 120, meaning you can actually catch it without a fight to the death. Stand it in a line-up and it would take you a long moment to spot the impostor.

The mask only slips in the fine print. Its learnset drifts into unprintable glitch moves and a Struggle it somehow learns at level 227, and its evolution paths wander from Jynx to Electabuzz to, inevitably, MissingNo. But of all the broken things in Red and Blue, a is the one that could almost pass for a Pokemon that was meant to be here. Almost.

a glitch Pokemon sprite, Game Boy
Game Boy
a glitch Pokemon sprite, Super Game Boy colors
Super Game Boy palette

WATER

The bytes

WhatWhere in the ROMValue
Index numberslot 192 of the species table0xC0 (192)
Pokedex byte0x410E361 (borrowed from a real species)
Stats entry0x38A6E3D 41 41 41 5A 32 15 15 78 83...
Size byteentry byte 100x66 = 6 wide, 6 tall (the buffer holds 7x7)
Name bytes0x1C994A0 36 21 C1 49 CD 49 3C 21 3A
Catch rateentry byte 8120

Front sprite pointer 0x71ED resolves into ROM bank 0x0D (deterministic) at file offset 0x371ED. 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
65
Attack
65
Defense
65
Speed
90
Special
50
Total
335

Moves

Knows from the start: BUBBLE, HYPNOSIS, WATER GUN.

Learnset (read straight from its pointer)

LevelMove
L185LEECH SEED
L98TWINEEDLE
L78THUNDERPUNCH
L77GLITCH MOVE 0xD3
L58BUBBLE
L150GLITCH MOVE 0xA8
L227STRUGGLE
L50SWIFT
L49THUNDERBOLT
L84EXPLOSION
L58PIN MISSILE
L37FLASH
L182BARRAGE
L36TWINEEDLE
L206THUNDERBOLT
L168LEECH LIFE
L133FISSURE
L141EARTHQUAKE
L57HYPER BEAM
L85THUNDERBOLT
L90LOVELY KISS
L73GLITCH MOVE 0xE3
L236MIRROR MOVE
L66GLITCH MOVE 0xAA

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
TM17SUBMISSION
TM18COUNTER
TM19SEISMIC TOSS
TM20RAGE
TM26EARTHQUAKE
TM27FISSURE
TM29PSYCHIC
TM31MIMIC
TM32DOUBLE TEAM
TM34BIDE
TM35METRONOME
TM40SKULL BASH
TM44REST
TM46PSYWAVE
TM50SUBSTITUTE
HM03SURF
HM04STRENGTH

Evolutions

TriggerBecomes
LEVEL 61 (glitch method 0x14)JYNX (0x48)
LEVEL 26 (glitch method 0x5E)\xcd\x29\x24\x21\x33\xd7\xcbO\xcd\x07 (0xFC)
LEVEL 69 (glitch method 0x15)ELECTABUZZ (0x35)
LEVEL 147 (glitch method 0x8B)SPEAROW (0x05)
LEVEL 254 (glitch method 0x1A)MISSINGNO. (0x86)
LEVEL 94 (glitch method 0x45)AERODACTYL (0xAB)
LEVEL 52 (glitch method 0x86)MISSINGNO. (0x92)
LEVEL 187 (glitch method 0xE4)MEOWTH (0x4D)

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 0xFA pitch 0x60 length 0xD0 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.