A
Its name is a menu cursor followed by a capital A, the little arrow you push around to select FIGHT or RUN, wandering loose in a name it should never have been part of. That is the tell of a hybrid glitch: the game reads control characters as letters and prints whatever falls out. Index 191 is the very first slot past the museum fossils and the Lavender ghost, the doorway into the long strange hallway of hybrids that fills most of this catalogue.
The numbers are a paradox. Zero attack, the weakest possible, bolted to a speed of 178, which at level 100 makes it faster than nearly anything in Kanto. It is a creature built to strike first and then do nothing at all, except that its very first move is Guillotine, a one-hit knockout that ignores attack entirely. A glass hummingbird carrying a guillotine. It also opens with Razor Wind and, of all things, Pay Day, so it can lose a fight and still leave you richer.
Its evolution data is the usual hybrid fever dream, but one path stands out: at level 50 it becomes Scyther, a clean, real, green mantis. The rest of the paths dissolve into MissingNo. and unprintable garbage, but that one Scyther waiting in the noise is the kind of accident that makes this whole hallway worth walking.
GLITCH TYPE 0x0B NORMAL
The bytes
| What | Where in the ROM | Value |
|---|---|---|
| Index number | slot 191 of the species table | 0xBF (191) |
| Pokedex byte | 0x410E2 | 250 (borrowed from a real species) |
| Stats entry | 0x39F1A | 19 25 00 28 B2 13 0B 00 17 11... |
| Size byte | entry byte 10 | 0x25 = 5 wide, 2 tall (the buffer holds 7x7) |
| Name bytes | 0x1C98A | CD 0F 19 CD ED 3D CD 80 36 CD |
| Catch rate | entry byte 8 | 23 |
Front sprite pointer 0x0B00 resolves into ROM bank 0 (deterministic) at file offset 0xB00. 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.
Moves
Knows from the start: GUILLOTINE, RAZOR WIND, PAY DAY.
Learnset (read straight from its pointer)
| Level | Move |
|---|---|
| L67 | KARATE CHOP |
| L237 | SPIKE CANNON |
| L71 | DEFENSE CURL |
| L243 | HYPER BEAM |
| L33 | REST |
| L148 | CRABHAMMER |
| L90 | SUPERSONIC |
| L48 | DOUBLE-EDGE |
| L218 | POISONPOWDER |
| L68 | SUPERSONIC |
| L204 | GLITCH MOVE 0xB6 |
| L40 | ROCK THROW |
| L166 | HAZE |
| L91 | GLITCH MOVE 0xC1 |
| L173 | GUST |
| L180 | DISABLE |
| L198 | GLITCH MOVE 0xB3 |
| L86 | BIND |
| L8 | GLITCH MOVE 0xCA |
| L172 | FLASH |
| L231 | BIND |
| L8 | SLUDGE |
| L29 | THUNDER |
| L191 | LEECH SEED |
TM and HM compatibility (flag bits, entry bytes 20 to 26)
| Machine | Move |
|---|---|
| TM11 | BUBBLEBEAM |
| TM13 | ICE BEAM |
| TM18 | COUNTER |
| TM19 | SEISMIC TOSS |
| TM25 | THUNDER |
| TM26 | EARTHQUAKE |
| TM27 | FISSURE |
| TM29 | PSYCHIC |
| TM30 | TELEPORT |
| TM34 | BIDE |
| TM35 | METRONOME |
| TM41 | SOFTBOILED |
| TM43 | SKY ATTACK |
| TM44 | REST |
| TM46 | PSYWAVE |
| TM48 | ROCK SLIDE |
Evolutions
| Trigger | Becomes |
|---|---|
| LEVEL 50 (glitch method 0xFC) | SCYTHER (0x1A) |
| LEVEL 106 (glitch method 0x39) | \x4b\xcd\x3a\x36\x3e\x02\xea\xf0\xd5\xc9 (0xF0) |
| LEVEL 124 (glitch method 0x6A) | MISSINGNO. (0x57) |
| LEVEL 170 (glitch method 0x4E) | \xd7\x3d\x3e\x12'M\xcd\x20\x29\xcd (0xFF) |
| LEVEL 143 (glitch method 0xF9) | IVYSAUR (0x09) |
| LEVEL 33 (glitch method 0xFD) | ? (0xE3) |
| LEVEL 231 (glitch method 0xB1) | MAGNEMITE (0xAD) |
| LEVEL 196 (glitch method 0xA3) | M\xcd\x20\x29p'u\x3e\x01\xea (0xD3) |
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.
Does it still work?
This is the question people actually ask about a glitch, so here is the honest answer for this one.
| Where | Still works? |
|---|---|
| Original Game Boy cartridge | Yes. The source of every byte on this page. |
| Game Boy Color / Super Game Boy | Yes, 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.