The Glitchhouse · Specimen Files
PkMn (C5) glitch Pokemon sprite
Specimen 0xC5 · HYBRID

PkMn (C5)

GLITCH TYPE 0x0B / NORMAL · index 197

Its name is the PkMn glyph, the two-letter abbreviation the game keeps on hand for menus and boxes, spent here as if it were a proper name. Index 197 sits a few doors down from the very first hybrid, and if you have already read about ▶ A, you will feel a strange familiarity looking at its numbers.

They are the same skeleton. Zero attack, a blistering 178 speed, and the exact opening trio of Guillotine, Razor Wind, and Pay Day. These two specimens share a stats entry the way distant slots sometimes do, pointing at the same borrowed data, which makes PkMn (C5) a twin of ▶ A in everything but face. The same glass-cannon-with-no-cannon paradox, the same one-hit knockout it can throw despite an attack of nothing.

What sets them apart is the body and the future. This one decodes to a real sprite, two tiles wide by five tall, a narrow vertical smear rather than a scattered mess, standing upright like it is trying to be taken seriously. And where ▶ A dreamed of Scyther, PkMn (C5) grows toward Rhyhorn, Golbat, and Jynx, a rougher crowd. Two creatures built from one blueprint, wearing different names and different shapes, proof that even the garbage in Red and Blue has family resemblances.

PkMn (C5) glitch Pokemon sprite, Game Boy
Game Boy
PkMn (C5) glitch Pokemon sprite, Super Game Boy colors
Super Game Boy palette

GLITCH TYPE 0x0B NORMAL

The bytes

WhatWhere in the ROMValue
Index numberslot 197 of the species table0xC5 (197)
Pokedex byte0x410E8250 (borrowed from a real species)
Stats entry0x39F1A19 25 00 28 B2 13 0B 00 17 11...
Size byteentry byte 100x25 = 5 wide, 2 tall (the buffer holds 7x7)
Name bytes0x1C9C621 14 4A CD 49 3C 21 7B CF 7D
Catch rateentry byte 823

Front sprite pointer 0x0B00 resolves into ROM bank 0 (deterministic) at file offset 0xB00. 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
37
Attack
0
Defense
40
Speed
178
Special
19
Total
274

Moves

Knows from the start: GUILLOTINE, RAZOR WIND, PAY DAY.

Learnset (read straight from its pointer)

LevelMove
L70THUNDERBOLT
L136POISONPOWDER
L100THUNDERBOLT
L89CRABHAMMER
L101TWINEEDLE
L99SKULL BASH
L191GLITCH MOVE 0xFD
L140PIN MISSILE
L163GLITCH MOVE 0xE5
L119GLITCH MOVE 0xD4
L218SUBMISSION
L116STRUGGLE
L227GLITCH MOVE 0xC8
L33ROCK SLIDE
L14GROWTH
L197TAIL WHIP
L90BITE
L101RAGE
L156POISONPOWDER
L13GLITCH MOVE 0xC6
L150LOVELY KISS
L106POISON GAS
L228SUPERSONIC
L42ICE PUNCH

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

MachineMove
TM11BUBBLEBEAM
TM13ICE BEAM
TM18COUNTER
TM19SEISMIC TOSS
TM25THUNDER
TM26EARTHQUAKE
TM27FISSURE
TM29PSYCHIC
TM30TELEPORT
TM34BIDE
TM35METRONOME
TM41SOFTBOILED
TM43SKY ATTACK
TM44REST
TM46PSYWAVE
TM48ROCK SLIDE

Evolutions

TriggerBecomes
LEVEL 146 (glitch method 0x66)RHYHORN (0x12)
LEVEL 104 (glitch method 0x68)\x62\x29 (0xDB)
LEVEL 117 (glitch method 0x90)GOLBAT (0x82)
LEVEL 171 (glitch method 0x59)JYNX (0x48)
LEVEL 210 (glitch method 0x98)MISSINGNO. (0xA1)
LEVEL 200 (glitch method 0xA1)ABRA (0x94)
LEVEL 138 (glitch method 0xB5)HAUNTER (0x93)
LEVEL 98 (glitch method 0x05)GYARADOS (0x16)

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 its three bytes 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 0x04 pitch 0x47 length 0xCB

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.