Glitch (D7)
Everything in this wing has a name of some kind, a cursor or a stutter of kana or the bare word Trainer, some scrap of character the game coughed up when it read a name that was never written. This one got nothing. Its name bytes decode to a blank the collectors could not even transcribe, so the community fell back on the only label it has: its address, D7. It is the anonymous specimen, the glitch nobody bothered to name, known only by the door it lives behind.
Which is a shame, because it is quietly one of the cleaner counterfeits. It shares a body with the specimen simply called a, the same tidy Water type with balanced 65s across the board, a catchable 120 rate, and a sensible opening of Bubble, Hypnosis, and Water Gun. Where a earned a memorable one-letter name, D7 got only a number, two creatures grown from the same clean data, one remembered and one filed away.
It does hold one genuine oddity that a does not. Buried in its data is an item evolution, triggered not by leveling but by using a stone, a glitch item numbered C5 that does not properly exist. Most creatures here evolve, if they evolve at all, by grinding to impossible levels. D7 asks instead for an object you cannot really hold. It also learns Ember, a fire move, on a body made of water, one more small contradiction stacked on an anonymous frame. The forgotten glitch of Route nowhere, waiting behind a numbered door for a stone that was never made.
WATER
The bytes
| What | Where in the ROM | Value |
|---|---|---|
| Index number | slot 215 of the species table | 0xD7 (215) |
| Pokedex byte | 0x410FA | 61 (borrowed from a real species) |
| Stats entry | 0x38A6E | 3D 41 41 41 5A 32 15 15 78 83... |
| Size byte | entry byte 10 | 0x66 = 6 wide, 6 tall (the buffer holds 7x7) |
| Name bytes | 0x1CA7A | 3D 3E 00 EA 39 D6 C9 96 4A 9B |
| Catch rate | entry byte 8 | 120 |
Front sprite pointer 0x71ED resolves into ROM bank 0x0D (deterministic) at file offset 0x371ED. 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: BUBBLE, HYPNOSIS, WATER GUN.
Learnset (read straight from its pointer)
| Level | Move |
|---|---|
| L17 | EMBER |
| L145 | HEADBUTT |
| L206 | SCREECH |
| L113 | GLITCH MOVE 0xE1 |
| L69 | GLITCH MOVE 0xC0 |
| L132 | GLITCH MOVE 0xC7 |
| L152 | CONVERSION |
| L158 | DOUBLE-EDGE |
| L152 | MEGA DRAIN |
| L228 | TAIL WHIP |
| L129 | GLITCH MOVE 0xA6 |
| L22 | GLITCH MOVE 0xE8 |
| L217 | GLITCH MOVE 0xE0 |
| L176 | TWINEEDLE |
| L53 | SKULL BASH |
| L120 | GLITCH MOVE 0xB0 |
| L181 | DRAGON RAGE |
| L17 | GLITCH MOVE 0xB8 |
| L68 | GLITCH MOVE 0xB9 |
| L159 | GLITCH MOVE 0xFB |
| L58 | MEDITATE |
| L71 | GLITCH MOVE 0xCE |
| L164 | DRAGON RAGE |
| L19 | WATER GUN |
TM and HM compatibility (flag bits, entry bytes 20 to 26)
| Machine | Move |
|---|---|
| TM01 | MEGA PUNCH |
| TM05 | MEGA KICK |
| TM06 | TOXIC |
| TM08 | BODY SLAM |
| TM09 | TAKE DOWN |
| TM10 | DOUBLE-EDGE |
| TM11 | BUBBLEBEAM |
| TM12 | WATER GUN |
| TM13 | ICE BEAM |
| TM14 | BLIZZARD |
| TM17 | SUBMISSION |
| TM18 | COUNTER |
| TM19 | SEISMIC TOSS |
| TM20 | RAGE |
| TM26 | EARTHQUAKE |
| TM27 | FISSURE |
| TM29 | PSYCHIC |
| TM31 | MIMIC |
| TM32 | DOUBLE TEAM |
| TM34 | BIDE |
| TM35 | METRONOME |
| TM40 | SKULL BASH |
| TM44 | REST |
| TM46 | PSYWAVE |
| TM50 | SUBSTITUTE |
| HM03 | SURF |
| HM04 | STRENGTH |
Evolutions
| Trigger | Becomes |
|---|---|
| LEVEL 193 (glitch method 0x8A) | SPEAROW (0x05) |
| ITEM 0xC5 at L201 | CUBONE (0x11) |
| LEVEL 182 (glitch method 0x31) | NIDOQUEEN (0x10) |
| LEVEL 17 (glitch method 0x41) | MISSINGNO. (0x3F) |
| LEVEL 201 (glitch method 0x1B) | CUBONE (0x11) |
| LEVEL 41 (glitch method 0xA6) | \x14\xea\x25\xd1\xcd.\x304\x26\xcc (0xC2) |
| LEVEL 41 (glitch method 0x87) | MISSINGNO. (0x34) |
| LEVEL 66 (glitch method 0xCD) | \x41C (0xE5) |
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.