The Glitchhouse · Specimen Files
♀Pゥ ゥゥT glitch Pokemon sprite
Specimen 0xC7 · HYBRID

P T

GLITCH TYPE 0x8D / GLITCH TYPE 0x84 · index 199

Look at the very first character of its name: the female symbol. In Red and Blue that glyph exists only for a scattered handful of names and text strings, because gender itself does not exist yet. No Pokemon in Kanto is male or female. That machinery would not arrive until Gold and Silver, two years later. So a wild creature wearing ♀ at the front of its name is a little ghost from the future, a symbol for a mechanic the game has not invented.

Under the sign it is another of the great faceless heavyweights. Index 199 shares the same borrowed data as its siblings deeper in the C-block, the 232 HP body with triple-digit bulk and two glitch types that answer to no chart. Its sprite reads from video memory, so it flickers here between memory-state reconstructions, a giant whose face is on loan from your screen.

Where it carves out its own identity is the moveset. It opens with the usual heavyweight bundle, then its learnset hands it Dragon Rage, Fire Spin, and a Pay Day it somehow knows at level 10, a strange spread of elemental attacks for a creature with no fixed element. Its evolutions stay oddly grounded, Pidgey and Nidorina and Machop twice over, as if the future-symbol on its name only reached so far. A monster labeled with a feature that would not exist for years, dreaming of becoming a Machop.

♀Pゥ ゥゥT glitch Pokemon sprite, Game Boy
Game Boy (memory-state flicker)
♀Pゥ ゥゥT glitch Pokemon sprite, Super Game Boy colors
Super Game Boy palette

GLITCH TYPE 0x8D GLITCH TYPE 0x84

The bytes

WhatWhere in the ROMValue
Index numberslot 199 of the species table0xC7 (199)
Pokedex byte0x410EA205 (borrowed from a real species)
Stats entry0x39A2E91 E8 93 91 80 88 8D 84 91 F5...
Size byteentry byte 100x50 = 0 wide, 5 tall (the buffer holds 7x7)
Name bytes0x1C9DAF5 AF EA 26 CC EA 36 CC EA 93
Catch rateentry byte 8145

Front sprite pointer 0x8E8F points into VRAM/RAM (depends on memory state). There is no sprite data there, only whatever your Game Boy was doing a moment ago. The images above cycle through three reconstructions seeded with different video memory states.

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
232
Attack
147
Defense
145
Speed
128
Special
136
Total
788

Moves

Knows from the start: BARRAGE, CLAMP, LEECH LIFE, HI JUMP KICK.

Learnset (read straight from its pointer)

LevelMove
L96DRAGON RAGE
L35GLITCH MOVE 0xB2
L228DREAM EATER
L10PAY DAY
L26FIRE SPIN
L169SLAM
L237GLARE
L140PETAL DANCE
L116GLITCH MOVE 0xE4
L130ABSORB
L214WATER GUN
L129HYDRO PUMP
L224HI JUMP KICK
L65JUMP KICK
L72DREAM EATER
L98GLITCH MOVE 0xA8
L226DRILL PECK
L34ICE PUNCH
L153SUBMISSION
L150SUPERSONIC
L83LEECH LIFE
L38FIRE PUNCH
L74STRUGGLE
L49DOUBLE TEAM

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

MachineMove
TM02RAZOR WIND
TM08BODY SLAM
TM13ICE BEAM
TM15HYPER BEAM
TM18COUNTER
TM21MEGA DRAIN
TM24THUNDERBOLT
TM27FISSURE
TM29PSYCHIC
TM32DOUBLE TEAM
TM33REFLECT
TM34BIDE
TM35METRONOME
TM36SELFDESTRUCT
TM40SKULL BASH
TM43SKY ATTACK
TM48ROCK SLIDE
TM49TRI ATTACK
HM03SURF

Evolutions

TriggerBecomes
LEVEL 99 (glitch method 0x8C)PIDGEY (0x24)
LEVEL 55 (glitch method 0x53)NIDORINA (0xA8)
LEVEL 172 (glitch method 0x28)MACHOP (0x6A)
LEVEL 80 (glitch method 0x94)MACHOP (0x6A)
LEVEL 91 (glitch method 0x94)MISSINGNO. (0x8C)
LEVEL 180 (glitch method 0x54)CHARIZARD (0xB4)
LEVEL 152 (glitch method 0xC2)\x39\xd6\xc94\x38\xcdh\xc0\xcd\xd7 (0xD6)
LEVEL 222 (glitch method 0x8D)GROWLITHE (0x21)

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.