The Glitchhouse · Specimen Files
PokeWTrainer glitch Pokemon sprite
Specimen 0xC4 · HYBRID

PokeWTrainer

GLITCH TYPE 0x8D / GLITCH TYPE 0x84 · index 196

Read the name aloud and it stops being random: the game's POKe glyph, then a W, then the whole word Trainer, spelled out clean as day. Index 196 is one of a small cluster of glitch Pokemon that wear the word Trainer in their names, and in the folklore of Red and Blue, that word is a live wire. The Trainer flag is the byte that decides whether the game thinks it is fighting a wild creature or a person, and glitches in that family are the doorway to the trainer escape glitch and the notorious ZZAZZ corruption, where a single mangled Trainer value can rewrite your save.

The creature itself is a heavyweight without a face. It borrows the same phantom body as its neighbor at index 193, VRAM-dependent, so its appearance flickers with whatever your Game Boy last drew. Behind that shimmer sit huge numbers, 232 HP and triple-digit bulk, the exact profile that makes glitch Trainers so dangerous when the game hands one an impossible team.

Its learnset is where the danger shows through the mask. It learns move 0x00, the null move, at three different levels, a slot that points at no move at all. Firing nothing from a Pokemon that is half creature and half command flag is precisely the kind of contradiction that makes Red and Blue nervous. Its evolutions dissolve into Gastly, Ivysaur, Shellder, and Exeggutor, but the real story here is not what it becomes. It is what its name knows how to break.

PokeWTrainer glitch Pokemon sprite, Game Boy
Game Boy (memory-state flicker)
PokeWTrainer 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 196 of the species table0xC4 (196)
Pokedex byte0x410E7205 (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 bytes0x1C9BCD6 35 C3 54 1F 17 96 5D 22 50
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
L40GLITCH MOVE 0x00
L255WRAP
L11GLITCH MOVE 0x00
L55GLITCH MOVE 0x00
L255HORN ATTACK
L12DOUBLE-EDGE
L1GLITCH MOVE 0x00
L76MEGA PUNCH
L13TAIL WHIP
L80GLITCH MOVE 0x00
L191SCRATCH
L14DISABLE

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 75 (glitch method 0x05)GASTLY (0x19)
LEVEL 15 (glitch method 0xFF)IVYSAUR (0x09)
LEVEL 75 (glitch method 0x06)SHELLDER (0x17)
LEVEL 15 (glitch method 0xFF)EXEGGUTOR (0x0A)

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 0xF7 pitch 0xCF length 0x0E 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.