The Glitchhouse · Specimen Files
▼ W G d glitch Pokemon sprite
Specimen 0xCE · HYBRID

W G d

POISON · index 206

The name begins with the little down-pointing triangle that blinks at the bottom of every text box in the game, the symbol that means there is more, press to keep going. It is the most quietly perfect opening character a glitch could ask for. ▼ W G d starts its own name by telling you to advance the dialogue, a creature whose first letter is a request to continue.

Continue and you find a cobra. It wears Arbok, species 24, a clean Poison type with a solid, aggressive stat spread and the exact opening moves the real snake carries, Wrap to hold you, Leer to soften you, Poison Sting to wear you down. In a battle it slithers and constricts like it means it, one of the more competent bodies in the hybrid wing, catchable at a middling 90. For a while it is simply a snake.

Then the ending arrives, and it is a strange one. Press through its evolution data and ▼ W G d does not become another snake or a lump of static. It becomes Porygon, the artificial Pokemon, a creature made entirely of code. A cobra that evolves into a computer program, prompted along the whole way by the little arrow in its name that keeps whispering, keep going, there is more. In a game this broken, that is almost a mission statement.

▼ W G d glitch Pokemon sprite, Game Boy
Game Boy
▼ W G d glitch Pokemon sprite, Super Game Boy colors
Super Game Boy palette

POISON

The bytes

WhatWhere in the ROMValue
Index numberslot 206 of the species table0xCE (206)
Pokedex byte0x410F124 (borrowed from a real species)
Stats entry0x3866218 3C 55 45 50 41 03 03 5A 93...
Size byteentry byte 100x77 = 7 wide, 7 tall (the buffer holds 7x7)
Name bytes0x1CA20EE 21 96 D7 CB 86 21 A3 D7 CB
Catch rateentry byte 890

Front sprite pointer 0x56B4 resolves into ROM bank 0x0D (deterministic) at file offset 0x356B4. 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
85
Defense
69
Speed
80
Special
65
Total
359

Moves

Knows from the start: WRAP, LEER, POISON STING.

Learnset (read straight from its pointer)

LevelMove
L156FLASH
L152FISSURE
L48SUPERSONIC
L38GLITCH MOVE 0xDA
L77COUNTER
L48GLITCH MOVE 0xCC
L182POISON STING
L88GLITCH MOVE 0xA6
L114DIG
L193GLITCH MOVE 0xAD
L16GLITCH MOVE 0xB4
L50GLITCH MOVE 0xC6
L179THUNDER WAVE
L20ICE PUNCH
L202GLITCH MOVE 0xAC
L148GLITCH MOVE 0xE7
L20ICE PUNCH
L124HEADBUTT
L87GLITCH MOVE 0xBF
L73GLITCH MOVE 0xCD
L4BUBBLEBEAM
L97WING ATTACK
L132ROCK SLIDE
L112AGILITY

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

MachineMove
TM06TOXIC
TM08BODY SLAM
TM09TAKE DOWN
TM10DOUBLE-EDGE
TM15HYPER BEAM
TM20RAGE
TM21MEGA DRAIN
TM26EARTHQUAKE
TM27FISSURE
TM28DIG
TM31MIMIC
TM32DOUBLE TEAM
TM34BIDE
TM40SKULL BASH
TM44REST
TM48ROCK SLIDE
TM50SUBSTITUTE
HM04STRENGTH

Evolutions

TriggerBecomes
LEVEL 78 (glitch method 0x57)PORYGON (0xAA)
LEVEL 249 (glitch method 0xFF)WEEZING (0x8F)
LEVEL 253 (glitch method 0x09)GROWLITHE (0x21)
LEVEL 177 (glitch method 0xE3)\xcfp\xea\x3c\xcc\x21\x28\x4b4\xf0 (0xE7)
LEVEL 163 (glitch method 0xAD)\xd6\x35\xc3POKe\x1f\x17W\x5d\x22 (0xC4)
LEVEL 193 (glitch method 0xD3)MISSINGNO. (0xB6)
LEVEL 211 (glitch method 0xD5)\xc4\x01\x0f\x08\x3e\x07\xea\x2c\xd1\x3e (0xC1)
LEVEL 248 (glitch method 0xBF)\x40\x40\x4094\x30\xd7\xcb\x47\xc0 (0xF1)

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 its three bytes 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 0x21 pitch 0x25 length 0xD0

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.