The Glitchhouse · Specimen Files
Pゥ ゥ ゥ glitch Pokemon sprite
Specimen 0xD5 · HYBRID

P

GLITCH TYPE 0x8D / GLITCH TYPE 0x84 · index 213

The name fades out. A P, then a katakana u, then another, then another, Pゥ ゥ ゥ, each syllable a little quieter than the last, like an echo dying against a canyon wall or a signal losing its grip. It is the most rhythmic name in the catalogue, a stutter that trails into silence, and it belongs to the sixth of the great faceless heavyweights whose sprites are borrowed from whatever your Game Boy last drew.

By now the body is familiar, 232 HP and triple-digit bulk behind two types that do not exist and a face that flickers. What this one keeps that its siblings do not is a way out. At level 44 it learns Fly.

Fly is not really a battle move. It is a Hidden Machine, the one you teach a bird so it can lift you off the ground and carry you clear across Kanto to any town you have already seen. It is the game's fast-travel, its escape hatch, the move that means leaving. And here it sits in the learnset of a creature that should not exist anywhere, a wild anomaly that knows how to simply fly away. Picture it: a faceless giant, stitched from memory and nonsense, spreading wings it does not visibly have and vanishing over the horizon toward Pallet Town. Its evolutions circle back to Ditto and Cloyster and Venonat, but the detail that stays with you is that fading name and the one move in its kit that is about departure. Pゥ ゥ ゥ, echoing away, already halfway gone.

Pゥ ゥ ゥ glitch Pokemon sprite, Game Boy
Game Boy (memory-state flicker)
Pゥ ゥ ゥ 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 213 of the species table0xD5 (213)
Pokedex byte0x410F8205 (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 bytes0x1CA66AF EA 09 C1 EA 6B CD 3E 01 EA
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
L17THUNDER
L252LIGHT SCREEN
L193SKULL BASH
L87GLITCH MOVE 0xC7
L44FLY
L147VICEGRIP
L156GLITCH MOVE 0xF5
L64GLITCH MOVE 0xFF
L157CUT
L126SAND-ATTACK
L116COUNTER
L231BONE CLUB
L71GLITCH MOVE 0xC3
L128MIRROR MOVE
L190EARTHQUAKE
L76SLAM
L59FURY ATTACK
L212GLITCH MOVE 0xC9
L134TACKLE
L250GLITCH MOVE 0xB4
L21STUN SPORE
L74MEGA PUNCH
L172GLITCH MOVE 0xC1
L42WATERFALL

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 85 (glitch method 0x39)DITTO (0x4C)
LEVEL 153 (glitch method 0x13)PARAS (0x6D)
LEVEL 142 (glitch method 0x55)CLOYSTER (0x8B)
LEVEL 200 (glitch method 0x7F)VENONAT (0x41)
LEVEL 30 (glitch method 0x39)AERODACTYL (0xAB)
LEVEL 227 (glitch method 0xC6)MAROWAK (0x91)
LEVEL 242 (glitch method 0x5D)DRATINI (0x58)
LEVEL 160 (glitch method 0xE5)MISSINGNO. (0xB5)

The glitch that can leave

Most of these creatures are trapped in the single battle you summon them into. This one is not. Buried in its garbage learnset are the field moves, the ones that carry a Pokemon through the world instead of hurting things in a fight.

FLY · L44
AWAY
the escape move. Soar off the map and warp to any town you have already visited
CUT · L157
THROUGH
clears the obstacles that block the way forward
WATERFALL · L42
UP
climbs against the current, up and out

A pile of borrowed video memory with no business existing, and it taught itself the three moves whose whole purpose is leaving. The name trails off like an echo. Given the chance, so would it.

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 0x0D pitch 0xC8 length 0x18

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.