M p'u
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.
GLITCH TYPE 0x61 GLITCH TYPE 0x27
The bytes
| What | Where in the ROM | Value |
|---|---|---|
| Index number | slot 211 of the species table | 0xD3 (211) |
| Pokedex byte | 0x410F6 | 234 (borrowed from a real species) |
| Stats entry | 0x39D5A | 60 B3 60 D1 60 15 61 27 61 30... |
| Size byte | entry byte 10 | 0x61 = 1 wide, 6 tall (the buffer holds 7x7) |
| Name bytes | 0x1CA52 | 8C CD 20 29 AF E0 B4 3E 01 EA |
| Catch rate | entry byte 8 | 97 |
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.
Moves
Knows from the start: GLITCH MOVE 0xBE, AGILITY, GLITCH MOVE 0xE4, AGILITY.
Learnset (read straight from its pointer)
| Level | Move |
|---|---|
| L66 | GLITCH MOVE 0xB5 |
| L84 | BITE |
| L114 | TAKE DOWN |
| L60 | COUNTER |
| L212 | WING ATTACK |
| L107 | GLITCH MOVE 0xF4 |
| L167 | RAZOR WIND |
| L232 | STRUGGLE |
| L43 | PETAL DANCE |
| L175 | GLITCH MOVE 0xD1 |
| L74 | LIGHT SCREEN |
| L94 | CONSTRICT |
| L180 | RAZOR LEAF |
| L125 | MEGA KICK |
| L201 | CUT |
| L70 | ACID ARMOR |
| L106 | GLITCH MOVE 0xAB |
| L244 | BARRIER |
| L83 | GLITCH MOVE 0xCC |
| L112 | COUNTER |
| L33 | GLITCH MOVE 0xC0 |
| L212 | GLITCH MOVE 0xA6 |
| L172 | GLITCH MOVE 0xC7 |
| L2 | HYDRO PUMP |
TM and HM compatibility (flag bits, entry bytes 20 to 26)
| Machine | Move |
|---|---|
| TM02 | RAZOR WIND |
| TM06 | TOXIC |
| TM07 | HORN DRILL |
| TM09 | TAKE DOWN |
| TM15 | HYPER BEAM |
| TM18 | COUNTER |
| TM22 | SOLARBEAM |
| TM23 | DRAGON RAGE |
| TM25 | THUNDER |
| TM31 | MIMIC |
| TM34 | BIDE |
| TM38 | FIRE BLAST |
| TM39 | SWIFT |
| TM42 | DREAM EATER |
| TM43 | SKY ATTACK |
| TM44 | REST |
| TM45 | THUNDER WAVE |
| TM46 | PSYWAVE |
| TM47 | EXPLOSION |
| TM50 | SUBSTITUTE |
| HM04 | STRENGTH |
| HM05 | FLASH |
Evolutions
| Trigger | Becomes |
|---|---|
| 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.
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.