The Glitchhouse · Specimen Files
OPkMn4X glitch Pokemon sprite
Specimen 0xCF · HYBRID

OPkMn4X

BUG / POISON · index 207

The name looks less like a name than a stock code stamped on a crate: an O, the PkMn glyph, a 4, an X. OPkMn4X. It reads like the serial number of a product that fell off the assembly line before anyone printed a label, which is not far from the truth of what it is. Index 207, a barcode where a name should be.

Under the barcode is a wasp. It wears Beedrill, species 15, a genuine Bug and Poison type with the twin-lance frame and a respectable 80 attack, and it carries Beedrill's real weapons, opening with Fury Attack and learning Twineedle later on. It stings like the genuine article. Somewhere in its learnset it also picks up Thunderbolt at level 25, which no self-respecting bug should know, the first crack in an otherwise convincing insect.

The real surprise is what it turns into. At level 5, absurdly early, OPkMn4X evolves into Charmander. Not a bigger bug, not a lump of noise, but one of the three starter Pokemon, the little fire lizard a whole generation of players chose first in Professor Oak's lab. A serial-numbered wasp that becomes the game's most beloved beginner. Its other evolution paths sprawl toward Exeggutor and Tauros and MissingNo., but that Charmander at level 5 is the one that lingers. Somewhere in the broken data, a bug dreams of being the start of everyone's adventure.

OPkMn4X glitch Pokemon sprite, Game Boy
Game Boy
OPkMn4X glitch Pokemon sprite, Super Game Boy colors
Super Game Boy palette

BUG POISON

The bytes

WhatWhere in the ROMValue
Index numberslot 207 of the species table0xCF (207)
Pokedex byte0x410F215 (borrowed from a real species)
Stats entry0x385660F 41 50 28 4B 2D 07 03 2D 9F...
Size byteentry byte 100x77 = 7 wide, 7 tall (the buffer holds 7x7)
Name bytes0x1CA2A8E 21 34 4A FA 39 D6 C3 97 3D
Catch rateentry byte 845

Front sprite pointer 0x7788 resolves into ROM bank 0x0D (deterministic) at file offset 0x37788. 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
80
Defense
40
Speed
75
Special
45
Total
305

Moves

Knows from the start: FURY ATTACK.

Learnset (read straight from its pointer)

LevelMove
L38SPORE
L89PETAL DANCE
L129SWIFT
L25THUNDERBOLT
L129TWINEEDLE
L52STRENGTH
L26PAY DAY
L53GLITCH MOVE 0xAA
L141GLITCH MOVE 0xA7
L9COMET PUNCH
L241GLITCH MOVE 0xEC
L252AURORA BEAM
L126MEDITATE
L186SELFDESTRUCT
L15GLITCH MOVE 0xAD
L254SELFDESTRUCT
L31PETAL DANCE
L87CONVERSION
L195TAIL WHIP
L75GLITCH MOVE 0xFF
L169BARRAGE
L146SKULL BASH
L109GLITCH MOVE 0xFF
L255GLITCH MOVE 0xF9

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

MachineMove
TM03SWORDS DANCE
TM06TOXIC
TM09TAKE DOWN
TM10DOUBLE-EDGE
TM15HYPER BEAM
TM20RAGE
TM21MEGA DRAIN
TM31MIMIC
TM32DOUBLE TEAM
TM33REFLECT
TM34BIDE
TM39SWIFT
TM40SKULL BASH
TM44REST
TM50SUBSTITUTE
HM01CUT

Evolutions

TriggerBecomes
LEVEL 5 (glitch method 0xCF)CHARMANDER (0xB0)
LEVEL 60 (glitch method 0x7A)EXEGGUTOR (0x0A)
LEVEL 89 (glitch method 0x52)TAUROS (0x3C)
LEVEL 10 (glitch method 0x1B)MISSINGNO. (0x50)
LEVEL 218 (glitch method 0x8E)NIDORINA (0xA8)
LEVEL 101 (glitch method 0x98)PORYGON (0xAA)
LEVEL 87 (glitch method 0x4E)KABUTO (0x5A)
LEVEL 81 (glitch method 0xAA)\x21\x5b\xcc4S\xcfH\x16\x00\x5f (0xCA)

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 0x28 pitch 0x06 length 0xFA 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.