The Glitchhouse · Specimen Files
'M (FF), the Charizard one glitch Pokemon sprite
Specimen 0xFF · HYBRID

'M (FF), the Charizard one

FIRE / FLYING · index 255

The last index a single byte can express. At slot 255 the game reads one step past the end of its species table and lands on the number 6, which happens to be Charizard. So this creature borrows everything visible from Charizard: the sprite, the Fire and Flying types, the exact stats. Meet it in battle and you would swear you are fighting the real thing.

The disguise cracks the moment it acts. Its name is a strip of garbage with an 'M lodged in the middle. Its learnset is its own fever dream, read from a pointer that was never meant to be followed: Substitute at level 4, a glitch move at 24, and Fissure if you could somehow reach level 242. The community usually files this specimen alongside Blue's famous Charizard 'M; on a Red cartridge, this is the closest thing wearing the crown.

It is a hybrid glitch, the largest family in this catalogue: invalid index, valid-looking body. The best kind of counterfeit is the one that copies something real.

'M (FF), the Charizard one glitch Pokemon sprite, Game Boy
Game Boy
'M (FF), the Charizard one glitch Pokemon sprite, Super Game Boy colors
Super Game Boy palette

FIRE FLYING

The bytes

WhatWhere in the ROMValue
Index numberslot 255 of the species table0xFF (255)
Pokedex byte0x411226 (borrowed from a real species)
Stats entry0x3846A06 4E 54 4E 64 55 14 02 2D D1...
Size byteentry byte 100x77 = 7 wide, 7 tall (the buffer holds 7x7)
Name bytes0x1CC0AD7 3D 3E 12 E0 8C CD 20 29 CD
Catch rateentry byte 845

Front sprite pointer 0x6286 resolves into ROM bank 0x0D (deterministic) at file offset 0x36286. 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
78
Attack
84
Defense
78
Speed
100
Special
85
Total
425

Moves

Knows from the start: SCRATCH, GROWL, EMBER, LEER.

Learnset (read straight from its pointer)

LevelMove
L4SUBSTITUTE
L181DOUBLE KICK
L186THUNDERBOLT
L66FURY SWIPES
L97AMNESIA
L24GLITCH MOVE 0xDE
L242FISSURE
L75AMNESIA
L20FURY SWIPES
L140RAGE
L74SUPER FANG
L101PIN MISSILE
L125LEECH LIFE
L88GLITCH MOVE 0xE8
L168VINE WHIP
L182DIZZY PUNCH
L213LOVELY KISS
L183BARRAGE
L160GLITCH MOVE 0xAA
L59SPORE
L90PSYBEAM
L68GLITCH MOVE 0xCA
L143MEGA KICK
L38SWIFT

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

MachineMove
TM01MEGA PUNCH
TM03SWORDS DANCE
TM05MEGA KICK
TM06TOXIC
TM08BODY SLAM
TM09TAKE DOWN
TM10DOUBLE-EDGE
TM15HYPER BEAM
TM17SUBMISSION
TM18COUNTER
TM19SEISMIC TOSS
TM20RAGE
TM23DRAGON RAGE
TM26EARTHQUAKE
TM27FISSURE
TM28DIG
TM31MIMIC
TM32DOUBLE TEAM
TM33REFLECT
TM34BIDE
TM38FIRE BLAST
TM39SWIFT
TM40SKULL BASH
TM44REST
TM50SUBSTITUTE
HM01CUT
HM04STRENGTH

Evolutions

TriggerBecomes
LEVEL 66 (glitch method 0xA9)MAGIKARP (0x85)
LEVEL 162 (glitch method 0x48)MEW (0x15)
LEVEL 211 (glitch method 0x42)PORYGON (0xAA)
LEVEL 213 (glitch method 0x6D)MISSINGNO. (0xA2)
LEVEL 96 (glitch method 0x22)VENONAT (0x41)
LEVEL 154 (glitch method 0x38)ARTICUNO (0x4A)
LEVEL 168 (glitch method 0x70)NIDORINA (0xA8)
LEVEL 132 (glitch method 0xB8)\x39\xd6\xc94\x38\xcdh\xc0\xcd\xd7 (0xD6)

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 0xA7 pitch 0x20 length 0xFC 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.