The Glitchhouse · Specimen Files
PC 4S H glitch Pokemon sprite
Specimen 0xCA · HYBRID

PC 4S H

GLITCH TYPE 0x8D / GLITCH TYPE 0x84 · index 202

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.

PC 4S H glitch Pokemon sprite, Game Boy
Game Boy (memory-state flicker)
PC 4S H glitch Pokemon sprite, Super Game Boy colors
Super Game Boy palette

GLITCH TYPE 0x8D GLITCH TYPE 0x84

The bytes

WhatWhere in the ROMValue
Index numberslot 202 of the species table0xCA (202)
Pokedex byte0x410ED205 (borrowed from a real species)
Stats entry0x39A2E91 E8 93 91 80 88 8D 84 91 F5...
Size byteentry byte 100x50 = 0 wide, 5 tall (the buffer holds 7x7)
Name bytes0x1C9F821 5B CC FA 92 CF 87 16 00 5F
Catch rateentry byte 8145

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.

HP
232
Attack
147
Defense
145
Speed
128
Special
136
Total
788

Moves

Knows from the start: BARRAGE, CLAMP, LEECH LIFE, HI JUMP KICK.

Learnset (read straight from its pointer)

LevelMove
L105SURF
L106FURY SWIPES
L46SLASH
L4FLASH
L225THUNDERBOLT
L152GLITCH MOVE 0xD1
L34SURF
L159GLITCH MOVE 0xE2
L42TWINEEDLE
L72RAZOR LEAF
L65THRASH
L52SUPER FANG
L18ROAR
L41DRILL PECK
L213TWINEEDLE
L9COMET PUNCH
L164GLITCH MOVE 0xB5
L24GLITCH MOVE 0xBA
L85SUBMISSION
L154AGILITY
L133DOUBLE KICK
L222GLITCH MOVE 0xF2
L90RAZOR LEAF
L133BIND

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

MachineMove
TM02RAZOR WIND
TM08BODY SLAM
TM13ICE BEAM
TM15HYPER BEAM
TM18COUNTER
TM21MEGA DRAIN
TM24THUNDERBOLT
TM27FISSURE
TM29PSYCHIC
TM32DOUBLE TEAM
TM33REFLECT
TM34BIDE
TM35METRONOME
TM36SELFDESTRUCT
TM40SKULL BASH
TM43SKY ATTACK
TM48ROCK SLIDE
TM49TRI ATTACK
HM03SURF

Evolutions

TriggerBecomes
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.

base 0x32 pitch 0x7E length 0xCB 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.