The Glitchhouse · Specimen Files
PkMn ◣ n glitch Pokemon sprite
Specimen 0xCC · HYBRID

PkMn n

FIGHTING · index 204

Buried in its name is the PkMn glyph, the game's own shorthand for the word Pokemon, the single tile it stamps into POKeMON and PkMn Trainer and a dozen menus. Which makes this one quietly funny: a broken creature whose name literally contains the word Pokemon, as if it is insisting on the category it keeps falling out of. Index 204, a Pokemon named partly after the idea of a Pokemon.

The irony is that it comes closer than most. It wears Mankey, species 56, so it is a real Fighting type with a real 5 by 5 sprite, the scrappy pig-monkey standing there with its fists up. And it is genuinely catchable, a rate of 190, one of the friendliest numbers in the game, the same generous odds the real Mankey gives you. It opens with Scratch and Leer, and at level 8 it already knows Counter, the move that hurls an attacker's own force back at them, which feels right for a creature this stubborn about existing.

The seams are in the deep learnset, a scatter of glitch moves it should never know, and in evolution paths that stumble from Cubone to Victreebel to Venonat before landing on MissingNo. But of all the impostors in the hybrid wing, PkMn ◣ n is the one wearing a name tag that reads Pokemon, catchable and punchy and almost convincing, a little fighter arguing its own case.

PkMn ◣ n glitch Pokemon sprite, Game Boy
Game Boy
PkMn ◣ n glitch Pokemon sprite, Super Game Boy colors
Super Game Boy palette

FIGHTING

The bytes

WhatWhere in the ROMValue
Index numberslot 204 of the species table0xCC (204)
Pokedex byte0x410EF56 (borrowed from a real species)
Stats entry0x389E238 28 50 23 46 23 01 01 BE 4A...
Size byteentry byte 100x55 = 5 wide, 5 tall (the buffer holds 7x7)
Name bytes0x1CA0C4A 23 23 78 22 79 22 C9 17 AD
Catch rateentry byte 8190

Front sprite pointer 0x6A11 resolves into ROM bank 0x0D (deterministic) at file offset 0x36A11. 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
40
Attack
80
Defense
35
Speed
70
Special
35
Total
260

Moves

Knows from the start: SCRATCH, LEER.

Learnset (read straight from its pointer)

LevelMove
L177GLITCH MOVE 0xF8
L8COUNTER
L190GLITCH MOVE 0xBD
L83GLITCH MOVE 0xB6
L187HYPNOSIS
L85REFLECT
L138GLITCH MOVE 0xFD
L9FURY SWIPES
L252GLITCH MOVE 0xE4
L189GLITCH MOVE 0xD7
L255GLITCH MOVE 0xCE
L107GLITCH MOVE 0xFB
L250BUBBLEBEAM
L151LOVELY KISS
L247GLITCH MOVE 0xD4
L235SHARPEN
L169GLITCH MOVE 0xCE
L234AURORA BEAM
L154FIRE BLAST
L42STRUGGLE
L39BLIZZARD
L255GLITCH MOVE 0xD4
L120TWINEEDLE
L214GLITCH MOVE 0xAF

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

MachineMove
TM01MEGA PUNCH
TM05MEGA KICK
TM06TOXIC
TM08BODY SLAM
TM09TAKE DOWN
TM10DOUBLE-EDGE
TM16PAY DAY
TM17SUBMISSION
TM18COUNTER
TM19SEISMIC TOSS
TM20RAGE
TM24THUNDERBOLT
TM25THUNDER
TM28DIG
TM31MIMIC
TM32DOUBLE TEAM
TM34BIDE
TM35METRONOME
TM39SWIFT
TM40SKULL BASH
TM44REST
TM48ROCK SLIDE
TM50SUBSTITUTE
HM04STRENGTH

Evolutions

TriggerBecomes
LEVEL 126 (glitch method 0x91)CUBONE (0x11)
LEVEL 98 (glitch method 0xBA)VICTREEBEL (0xBE)
LEVEL 115 (glitch method 0x46)VENONAT (0x41)
LEVEL 48 (glitch method 0x24)MISSINGNO. (0x73)
LEVEL 176 (glitch method 0xFA)ZAPDOS (0x4B)
LEVEL 188 (glitch method 0xB9)TENTACOOL (0x18)
LEVEL 223 (glitch method 0xB0)\x23\x3e\x05\xea\xf0\xd5\xc9\x3e6\xea (0xFD)
LEVEL 63 (glitch method 0xD0)A\x4c\x00\x4d\x6d\x4dz\x4d\x03\x4e (0xEA)

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 0xF0 pitch 0xF3 length 0xA7 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.