PC 4S H
The first two letters of its name are PC, the storage computer, the blinking box in every Pokemon Center where you deposit the creatures you cannot carry. It is a fitting thing to find stamped on this specimen, because the PC is exactly where glitch Pokemon are most dangerous. Deposit the wrong one and its impossible data spills into the storage system, scrambling the box, sometimes corrupting a save file that took a hundred hours to build. Index 202 is named, whether the game meant it or not, after the machine it might break.
The body is another of the C-block heavyweights, the faceless 232 HP giant with triple-digit bulk and two glitch types, its sprite pulled from video memory so it flickers between reconstructions here. You have met its siblings already. What matters about this one is the label it carries into the box.
Its learnset is unusually functional, Surf and Slash and Fury Swipes and a Flash it learns at level 4, real moves a real Pokemon might use, which only makes the warning sharper: it looks catchable, storable, ordinary. Its evolutions wander through Poliwag and Eevee before collapsing into MissingNo. twice over. But the honest advice for PC 4S H is the same advice for its whole family. Admire it in the wild, fight it in a recreation like the one below where nothing is at stake, and never, ever put it in the box.
GLITCH TYPE 0x8D GLITCH TYPE 0x84
The bytes
| What | Where in the ROM | Value |
|---|---|---|
| Index number | slot 202 of the species table | 0xCA (202) |
| Pokedex byte | 0x410ED | 205 (borrowed from a real species) |
| Stats entry | 0x39A2E | 91 E8 93 91 80 88 8D 84 91 F5... |
| Size byte | entry byte 10 | 0x50 = 0 wide, 5 tall (the buffer holds 7x7) |
| Name bytes | 0x1C9F8 | 21 5B CC FA 92 CF 87 16 00 5F |
| Catch rate | entry byte 8 | 145 |
Front sprite pointer 0x8E8F points into VRAM/RAM (depends on memory state). There is no sprite data there, only whatever your Game Boy was doing a moment ago. The images above cycle through three reconstructions seeded with different video memory states.
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: BARRAGE, CLAMP, LEECH LIFE, HI JUMP KICK.
Learnset (read straight from its pointer)
| Level | Move |
|---|---|
| L105 | SURF |
| L106 | FURY SWIPES |
| L46 | SLASH |
| L4 | FLASH |
| L225 | THUNDERBOLT |
| L152 | GLITCH MOVE 0xD1 |
| L34 | SURF |
| L159 | GLITCH MOVE 0xE2 |
| L42 | TWINEEDLE |
| L72 | RAZOR LEAF |
| L65 | THRASH |
| L52 | SUPER FANG |
| L18 | ROAR |
| L41 | DRILL PECK |
| L213 | TWINEEDLE |
| L9 | COMET PUNCH |
| L164 | GLITCH MOVE 0xB5 |
| L24 | GLITCH MOVE 0xBA |
| L85 | SUBMISSION |
| L154 | AGILITY |
| L133 | DOUBLE KICK |
| L222 | GLITCH MOVE 0xF2 |
| L90 | RAZOR LEAF |
| L133 | BIND |
TM and HM compatibility (flag bits, entry bytes 20 to 26)
| Machine | Move |
|---|---|
| TM02 | RAZOR WIND |
| TM08 | BODY SLAM |
| TM13 | ICE BEAM |
| TM15 | HYPER BEAM |
| TM18 | COUNTER |
| TM21 | MEGA DRAIN |
| TM24 | THUNDERBOLT |
| TM27 | FISSURE |
| TM29 | PSYCHIC |
| TM32 | DOUBLE TEAM |
| TM33 | REFLECT |
| TM34 | BIDE |
| TM35 | METRONOME |
| TM36 | SELFDESTRUCT |
| TM40 | SKULL BASH |
| TM43 | SKY ATTACK |
| TM48 | ROCK SLIDE |
| TM49 | TRI ATTACK |
| HM03 | SURF |
Evolutions
| Trigger | Becomes |
|---|---|
| LEVEL 24 (glitch method 0x13) | POLIWAG (0x47) |
| LEVEL 96 (glitch method 0xE1) | EEVEE (0x66) |
| LEVEL 21 (glitch method 0xB8) | MISSINGNO. (0x4F) |
| LEVEL 250 (glitch method 0x29) | MISSINGNO. (0xAF) |
| LEVEL 21 (glitch method 0x4F) | \xcd\x0f\x19\xcd\xed\x3d\xcdA\x36\xcd (0xBF) |
| LEVEL 138 (glitch method 0xD4) | MAGMAR (0x33) |
| LEVEL 78 (glitch method 0x55) | MISSINGNO. (0x45) |
| LEVEL 43 (glitch method 0xA2) | \x38PkMn\x73PkMn\x06\x2b\xcdT\x34\xc0 (0xD0) |
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.