PkMn (C5)
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.
GLITCH TYPE 0x0B NORMAL
The bytes
| What | Where in the ROM | Value |
|---|---|---|
| Index number | slot 197 of the species table | 0xC5 (197) |
| Pokedex byte | 0x410E8 | 250 (borrowed from a real species) |
| Stats entry | 0x39F1A | 19 25 00 28 B2 13 0B 00 17 11... |
| Size byte | entry byte 10 | 0x25 = 5 wide, 2 tall (the buffer holds 7x7) |
| Name bytes | 0x1C9C6 | 21 14 4A CD 49 3C 21 7B CF 7D |
| Catch rate | entry byte 8 | 23 |
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.
Moves
Knows from the start: GUILLOTINE, RAZOR WIND, PAY DAY.
Learnset (read straight from its pointer)
| Level | Move |
|---|---|
| L70 | THUNDERBOLT |
| L136 | POISONPOWDER |
| L100 | THUNDERBOLT |
| L89 | CRABHAMMER |
| L101 | TWINEEDLE |
| L99 | SKULL BASH |
| L191 | GLITCH MOVE 0xFD |
| L140 | PIN MISSILE |
| L163 | GLITCH MOVE 0xE5 |
| L119 | GLITCH MOVE 0xD4 |
| L218 | SUBMISSION |
| L116 | STRUGGLE |
| L227 | GLITCH MOVE 0xC8 |
| L33 | ROCK SLIDE |
| L14 | GROWTH |
| L197 | TAIL WHIP |
| L90 | BITE |
| L101 | RAGE |
| L156 | POISONPOWDER |
| L13 | GLITCH MOVE 0xC6 |
| L150 | LOVELY KISS |
| L106 | POISON GAS |
| L228 | SUPERSONIC |
| L42 | ICE PUNCH |
TM and HM compatibility (flag bits, entry bytes 20 to 26)
| Machine | Move |
|---|---|
| TM11 | BUBBLEBEAM |
| TM13 | ICE BEAM |
| TM18 | COUNTER |
| TM19 | SEISMIC TOSS |
| TM25 | THUNDER |
| TM26 | EARTHQUAKE |
| TM27 | FISSURE |
| TM29 | PSYCHIC |
| TM30 | TELEPORT |
| TM34 | BIDE |
| TM35 | METRONOME |
| TM41 | SOFTBOILED |
| TM43 | SKY ATTACK |
| TM44 | REST |
| TM46 | PSYWAVE |
| TM48 | ROCK SLIDE |
Evolutions
| Trigger | Becomes |
|---|---|
| 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.
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.