PkMn PkMn T
Its name stutters, the PkMn glyph printed twice in a row before trailing off into a lonely T, like the game got stuck on the word Pokemon and could not move past it. Index 208 shares the familiar broken skeleton of the speed demons, zero attack and a screaming 178 speed, opening with Guillotine it cannot really power. You have met that frame before. But this one carries the saddest learnset in the entire catalogue.
It learns the punches. All of them. Fire Punch at level 33, Ice Punch at 38, ThunderPunch at 43, Mega Punch at 48, and Counter to top it off. It is, on paper, a complete elemental boxer, a fighter who has trained every strike in the game and can hit you with fire, ice, and lightning in the space of three turns. Except every one of those punches is powered by an attack stat of exactly zero. It has learned to throw the perfect punch and cannot dent a Magikarp. A boxer who studied everything and has no arms.
And it will never get better, because its evolution list is empty. Most specimens in this wing dream of becoming a Kangaskhan or a Mew, some real creature waiting at the end of a garbage pointer. PkMn PkMn T has no such door. It is a final form, stuck forever as itself, a master of punches that land like feathers, its name jammed on the word for the thing it almost is. Of all the broken creatures here, this is the one that feels less like a bug and more like a small tragedy.
GLITCH TYPE 0x0B NORMAL
The bytes
| What | Where in the ROM | Value |
|---|---|---|
| Index number | slot 208 of the species table | 0xD0 (208) |
| Pokedex byte | 0x410F3 | 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 | 0x1CA34 | 38 4A 73 4A 06 2B CD 93 34 C0 |
| 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 |
|---|---|
| L33 | FIRE PUNCH |
| L38 | ICE PUNCH |
| L43 | THUNDERPUNCH |
| L48 | MEGA PUNCH |
| L53 | COUNTER |
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 |
|---|---|
| None. This creature is final. | |
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.