The Glitchhouse · Specimen Files
h POKe glitch Pokemon sprite
Specimen 0xC3 · HYBRID

h POKe

GHOST / POISON · index 195

The name carries the game's own POKe glyph inside it, the little baked-in symbol from the words POKeMON and POKe BALL, wedged between a lowercase h and open space. The game reached for a stored abbreviation and spent it on a name. Index 195 is where it lives, and of all the hybrids that borrow a real body, this one borrowed the eeriest.

It wears Gengar. Not by accident of resemblance but exactly: its shown species is 94, so it inherits Gengar's sprite, Gengar's Ghost and Poison typing, and Gengar's precise stat line, 130 special and 110 speed and a fragile everything else. Meet it in the grass and you are looking at the grinning shadow itself. There is a quiet joke buried here, a glitch that disguises itself as the one Pokemon in Kanto that is already, canonically, a ghost. It hides as the thing that hides.

Its starting moves keep the illusion airtight, Lick and Confuse Ray and Night Shade, the exact haunting toolkit a Gengar would carry. The seams only show deeper in: Comet Punch it somehow knows at level 1, a scatter of unprintable glitch moves, and evolution paths that abandon the ghost story entirely for Shellder, Onix, and Growlithe. A shadow that wants to grow up into a clam. The disguise is perfect right until it isn't.

h POKe glitch Pokemon sprite, Game Boy
Game Boy
h POKe glitch Pokemon sprite, Super Game Boy colors
Super Game Boy palette

GHOST POISON

The bytes

WhatWhere in the ROMValue
Index numberslot 195 of the species table0xC3 (195)
Pokedex byte0x410E694 (borrowed from a real species)
Stats entry0x38E0A5E 3C 41 3C 6E 82 08 03 2D BE...
Size byteentry byte 100x66 = 6 wide, 6 tall (the buffer holds 7x7)
Name bytes0x1C9B2A7 CA 54 1F 06 1C 21 6A 7B CD
Catch rateentry byte 845

Front sprite pointer 0x5B76 resolves into ROM bank 0x0D (deterministic) at file offset 0x35B76. 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
65
Defense
60
Speed
110
Special
130
Total
425

Moves

Knows from the start: LICK, CONFUSE RAY, NIGHT SHADE.

Learnset (read straight from its pointer)

LevelMove
L205SLAM
L33GLITCH MOVE 0xBF
L195WING ATTACK
L74GLITCH MOVE 0xCD
L1COMET PUNCH
L130GLITCH MOVE 0xC3
L95PSYBEAM
L62POUND
L234KARATE CHOP
L192GLITCH MOVE 0xCD
L72WATER GUN
L33STRENGTH
L205GLITCH MOVE 0xAF
L34PSYBEAM
L119AURORA BEAM
L5GLITCH MOVE 0xEA
L139GLITCH MOVE 0xD0
L250RAZOR LEAF
L205DEFENSE CURL
L250GROWTH
L205SCREECH
L181GLITCH MOVE 0xC8
L17GLITCH MOVE 0xFF
L255MEGA KICK

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

MachineMove
TM01MEGA PUNCH
TM05MEGA KICK
TM06TOXIC
TM08BODY SLAM
TM09TAKE DOWN
TM10DOUBLE-EDGE
TM15HYPER BEAM
TM17SUBMISSION
TM18COUNTER
TM19SEISMIC TOSS
TM20RAGE
TM21MEGA DRAIN
TM24THUNDERBOLT
TM25THUNDER
TM29PSYCHIC
TM31MIMIC
TM32DOUBLE TEAM
TM34BIDE
TM35METRONOME
TM36SELFDESTRUCT
TM40SKULL BASH
TM42DREAM EATER
TM44REST
TM46PSYWAVE
TM47EXPLOSION
TM50SUBSTITUTE
HM04STRENGTH

Evolutions

TriggerBecomes
LEVEL 201SHELLDER (0x17)
LEVEL 66 (glitch method 0x36)ONIX (0x22)
LEVEL 80 (glitch method 0x0A)GROWLITHE (0x21)
LEVEL 196 (glitch method 0xBA)\x47\xd7\xcb\xc6\x21\x4b\xd7\xcb\xc6\x3e (0xFA)
LEVEL 205 (glitch method 0x41)\xeaL\xcf\x7c\xeaM\xcf4\x36\xcc (0xC6)
LEVEL 34 (glitch method 0x25)TAUROS (0x3C)
LEVEL 60 (glitch method 0x32)CUBONE (0x11)
LEVEL 255 (glitch method 0xEC)GASTLY (0x19)

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 0x65 pitch 0xD0 length 0x21 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.