The Glitchhouse · Specimen Files
M p'u ゥ glitch Pokemon sprite
Specimen 0xD3 · HYBRID

M p'u

GLITCH TYPE 0x61 / GLITCH TYPE 0x27 · index 211

Say the name out loud and you can almost hear a mouth trying to form a word and failing: M, p, an apostrophe, u, and a trailing katakana ゥ. M p'u ゥ. It sounds like the first syllable of something that got interrupted, a creature caught mid-pronunciation. Index 211 completes a small family, the third and last of the flat sliver walls that share a stats entry over at species 234.

Like its two siblings it is a defensive brick flattened into a six-wide, one-tall sprite, 209 defense wrapped around a helpless special stat, a wall you cannot dent and cannot fear. But where ゥ .4 evolved toward a Lapras and ゥU? hid a secret path to Mew, M p'u ゥ has the bleakest future of the three. Follow its evolution data and it does not climb toward a real Pokemon. It descends. At level 6 it becomes another glitch, an unprintable smear of bytes, and several of its other paths lead to the same place, garbage begetting garbage.

That is what sets it apart. Most creatures in this wing dream upward, reaching through their broken data toward some real animal waiting at the end. M p'u ゥ reaches downward, into more static, a broken thing whose only inheritance is more brokenness. Its one grounded path leads to Ponyta, a little fire horse, the single warm light in an otherwise recursive dark. A wall that evolves into rubble, named after a word it could never finish saying.

M p'u ゥ glitch Pokemon sprite, Game Boy
Game Boy
M p'u ゥ glitch Pokemon sprite, Super Game Boy colors
Super Game Boy palette

GLITCH TYPE 0x61 GLITCH TYPE 0x27

The bytes

WhatWhere in the ROMValue
Index numberslot 211 of the species table0xD3 (211)
Pokedex byte0x410F6234 (borrowed from a real species)
Stats entry0x39D5A60 B3 60 D1 60 15 61 27 61 30...
Size byteentry byte 100x61 = 1 wide, 6 tall (the buffer holds 7x7)
Name bytes0x1CA528C CD 20 29 AF E0 B4 3E 01 EA
Catch rateentry byte 897

Front sprite pointer 0x6151 resolves into ROM bank 0x0D (deterministic) at file offset 0x36151. 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
179
Attack
96
Defense
209
Speed
96
Special
21
Total
601

Moves

Knows from the start: GLITCH MOVE 0xBE, AGILITY, GLITCH MOVE 0xE4, AGILITY.

Learnset (read straight from its pointer)

LevelMove
L66GLITCH MOVE 0xB5
L84BITE
L114TAKE DOWN
L60COUNTER
L212WING ATTACK
L107GLITCH MOVE 0xF4
L167RAZOR WIND
L232STRUGGLE
L43PETAL DANCE
L175GLITCH MOVE 0xD1
L74LIGHT SCREEN
L94CONSTRICT
L180RAZOR LEAF
L125MEGA KICK
L201CUT
L70ACID ARMOR
L106GLITCH MOVE 0xAB
L244BARRIER
L83GLITCH MOVE 0xCC
L112COUNTER
L33GLITCH MOVE 0xC0
L212GLITCH MOVE 0xA6
L172GLITCH MOVE 0xC7
L2HYDRO PUMP

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

MachineMove
TM02RAZOR WIND
TM06TOXIC
TM07HORN DRILL
TM09TAKE DOWN
TM15HYPER BEAM
TM18COUNTER
TM22SOLARBEAM
TM23DRAGON RAGE
TM25THUNDER
TM31MIMIC
TM34BIDE
TM38FIRE BLAST
TM39SWIFT
TM42DREAM EATER
TM43SKY ATTACK
TM44REST
TM45THUNDER WAVE
TM46PSYWAVE
TM47EXPLOSION
TM50SUBSTITUTE
HM04STRENGTH
HM05FLASH

Evolutions

TriggerBecomes
LEVEL 164 (glitch method 0x88)ARBOK (0x2D)
LEVEL 49 (glitch method 0x06)\x62\x29 (0xDC)
LEVEL 6 (glitch method 0x8D)\x40\x40\x4094\x30\xd7\xcb\x47\xc0 (0xF1)
LEVEL 17 (glitch method 0x49)PONYTA (0xA3)
LEVEL 248 (glitch method 0x4A)MACHOKE (0x29)
LEVEL 220 (glitch method 0x0D)RAICHU (0x55)
LEVEL 19 (glitch method 0xA7)FARFETCH'D (0x40)
LEVEL 244 (glitch method 0xD4)SCYTHER (0x1A)

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 0x38 pitch 0xDC length 0xC6 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.