The Glitchhouse · Specimen Files
Aゥ G glitch Pokemon sprite
Specimen 0xD4 · HYBRID

A G

GHOST / POISON · index 212

The name is bookended, an A at the front and a G at the back with a katakana u wedged between them, like the first and last initials of something that lost its middle. Index 212 is the second creature in this catalogue to wear Gengar's grinning shadow, a twin in body to h POKe a few doors back, the same Ghost and Poison spirit with the same 130 special and the same haunting opening of Lick and Confuse Ray and Night Shade.

But arm a ghost differently and it becomes a different creature entirely, and this one is armed all wrong. Its learnset hands a floating spirit the tools of a bruiser: Crabhammer at level 20, Bind, Jump Kick twice over, moves that need fists and feet a ghost does not have. Gengar's actual attack stat is a soft 65, so watching this specimen wind up a Jump Kick is like watching a cloud try to throw a punch. It should not work, and mechanically it barely does.

Then there is Fissure, learned at level 101, the move that splits the earth open and knocks a target out in a single hit. On a spectral body that floats above the ground, a creature with no feet to stomp and no weight to drop, an earthquake attack is pure contradiction. Aゥ G is a ghost carrying a pickaxe, a shadow that learned to crack the planet, its evolutions drifting toward Raichu and Tauros and the ever-waiting MissingNo. Where its twin hid as the thing it was, this one just picked up every weapon it was never built to hold.

Aゥ G glitch Pokemon sprite, Game Boy
Game Boy
Aゥ G glitch Pokemon sprite, Super Game Boy colors
Super Game Boy palette

GHOST POISON

The bytes

WhatWhere in the ROMValue
Index numberslot 212 of the species table0xD4 (212)
Pokedex byte0x410F794 (borrowed from a real species)
Stats entry0x38E0A5E 3C 41 3C 6E 82 08 03 2D BE...
Size byteentry byte 100x66 = 6 wide, 6 tall (the buffer holds 7x7)
Name bytes0x1CA5C38 CD 3E 80 EA D3 CC CD 86 34
Catch rateentry byte 845

Front sprite pointer 0x5B76 resolves into ROM bank 0x0D (deterministic) at file offset 0x35B76. 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
60
Attack
65
Defense
60
Speed
110
Special
130
Total
425

Moves

Knows from the start: LICK, CONFUSE RAY, NIGHT SHADE.

Learnset (read straight from its pointer)

LevelMove
L20CRABHAMMER
L205JUMP KICK
L21BIND
L138JUMP KICK
L70SUPERSONIC
L101FISSURE
L41MIST
L82BIND
L32GLITCH MOVE 0xE8
L138GLITCH MOVE 0xB8
L193FLAMETHROWER
L163SEISMIC TOSS
L48GLITCH MOVE 0xD0
L82CRABHAMMER
L197SCRATCH
L82VINE WHIP
L158HYDRO PUMP
L26SCRATCH
L184GLITCH MOVE 0xC1
L49DREAM EATER
L168GLITCH MOVE 0xE4
L160FLASH
L115COUNTER
L195BLIZZARD

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

MachineMove
TM01MEGA PUNCH
TM05MEGA KICK
TM06TOXIC
TM08BODY SLAM
TM09TAKE DOWN
TM10DOUBLE-EDGE
TM15HYPER BEAM
TM17SUBMISSION
TM18COUNTER
TM19SEISMIC TOSS
TM20RAGE
TM21MEGA DRAIN
TM24THUNDERBOLT
TM25THUNDER
TM29PSYCHIC
TM31MIMIC
TM32DOUBLE TEAM
TM34BIDE
TM35METRONOME
TM36SELFDESTRUCT
TM40SKULL BASH
TM42DREAM EATER
TM44REST
TM46PSYWAVE
TM47EXPLOSION
TM50SUBSTITUTE
HM04STRENGTH

Evolutions

TriggerBecomes
LEVEL 107 (glitch method 0x04)RAICHU (0x55)
LEVEL 206 (glitch method 0x04)MISSINGNO. (0x86)
LEVEL 40 (glitch method 0x8C)TAUROS (0x3C)
LEVEL 138 (glitch method 0x97)\x5d\x22 (0xCD)
LEVEL 53 (glitch method 0xE6)\x17\x43\x56\x23\x0b (0xE2)
LEVEL 16 (glitch method 0xE8)h\xcaPOKe\x1f\x06\x1c\x21\x6a\x7b\xcd (0xC3)
LEVEL 117 (glitch method 0x89)GRIMER (0x0D)
LEVEL 233 (glitch method 0xA4)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 0x56 pitch 0x23 length 0x23 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.