The Glitchhouse · Specimen Files
Glitch (D7) glitch Pokemon sprite
Specimen 0xD7 · HYBRID

Glitch (D7)

WATER · index 215

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.

Glitch (D7) glitch Pokemon sprite, Game Boy
Game Boy
Glitch (D7) glitch Pokemon sprite, Super Game Boy colors
Super Game Boy palette

WATER

The bytes

WhatWhere in the ROMValue
Index numberslot 215 of the species table0xD7 (215)
Pokedex byte0x410FA61 (borrowed from a real species)
Stats entry0x38A6E3D 41 41 41 5A 32 15 15 78 83...
Size byteentry byte 100x66 = 6 wide, 6 tall (the buffer holds 7x7)
Name bytes0x1CA7A3D 3E 00 EA 39 D6 C9 96 4A 9B
Catch rateentry byte 8120

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.

HP
65
Attack
65
Defense
65
Speed
90
Special
50
Total
335

Moves

Knows from the start: BUBBLE, HYPNOSIS, WATER GUN.

Learnset (read straight from its pointer)

LevelMove
L17EMBER
L145HEADBUTT
L206SCREECH
L113GLITCH MOVE 0xE1
L69GLITCH MOVE 0xC0
L132GLITCH MOVE 0xC7
L152CONVERSION
L158DOUBLE-EDGE
L152MEGA DRAIN
L228TAIL WHIP
L129GLITCH MOVE 0xA6
L22GLITCH MOVE 0xE8
L217GLITCH MOVE 0xE0
L176TWINEEDLE
L53SKULL BASH
L120GLITCH MOVE 0xB0
L181DRAGON RAGE
L17GLITCH MOVE 0xB8
L68GLITCH MOVE 0xB9
L159GLITCH MOVE 0xFB
L58MEDITATE
L71GLITCH MOVE 0xCE
L164DRAGON RAGE
L19WATER GUN

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

MachineMove
TM01MEGA PUNCH
TM05MEGA KICK
TM06TOXIC
TM08BODY SLAM
TM09TAKE DOWN
TM10DOUBLE-EDGE
TM11BUBBLEBEAM
TM12WATER GUN
TM13ICE BEAM
TM14BLIZZARD
TM17SUBMISSION
TM18COUNTER
TM19SEISMIC TOSS
TM20RAGE
TM26EARTHQUAKE
TM27FISSURE
TM29PSYCHIC
TM31MIMIC
TM32DOUBLE TEAM
TM34BIDE
TM35METRONOME
TM40SKULL BASH
TM44REST
TM46PSYWAVE
TM50SUBSTITUTE
HM03SURF
HM04STRENGTH

Evolutions

TriggerBecomes
LEVEL 193 (glitch method 0x8A)SPEAROW (0x05)
ITEM 0xC5 at L201CUBONE (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.

base 0x3F pitch 0x22 length 0xCB 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.