The Glitchhouse · Specimen Files
Trainer glitch Pokemon sprite
Specimen 0xCD · HYBRID

Trainer

ELECTRIC · index 205

No symbols, no kana, no cursor. Its name is just the word Trainer, spelled out clean, the same word the game prints above every gym leader and bug catcher you have ever fought. Index 205 carries it plainly, and that plainness is the unsettling part, because Trainer is not a name a Pokemon should ever have. It is a category the game uses to decide whether the thing in front of you is a wild animal or a person with a team. To meet a wild creature wearing that label is to meet a small contradiction walking around in the grass.

The body only sharpens the joke. It wears Magnemite, species 81, the floating magnet, the single most machine-like Pokemon in all of Kanto, a screw with an eye. So here is a creature the game calls Trainer, dressed as the least animal thing it has, a pure Electric type with Magnemite's high special stat and its Thunder Wave. A person-flag, wearing a robot, pretending to be a monster. Three different ideas of what it means to exist, stacked into one 5 by 5 sprite.

Its evolutions wander from Nidoqueen to Haunter through the usual unprintable static, and like the other Trainer-named specimens it sits near the machinery of the game's most dangerous exploits, the ones that turn a mislabeled battle into a rewritten save. But taken on its own, Trainer is simplest read as a philosophy problem in cartridge form. It is named after the player, shaped like a machine, and filed among the monsters. Pick any two and they disagree.

Trainer glitch Pokemon sprite, Game Boy
Game Boy
Trainer glitch Pokemon sprite, Super Game Boy colors
Super Game Boy palette

ELECTRIC

The bytes

WhatWhere in the ROMValue
Index numberslot 205 of the species table0xCD (205)
Pokedex byte0x410F081 (borrowed from a real species)
Stats entry0x38C9E51 19 23 46 2D 5F 17 17 BE 59...
Size byteentry byte 100x55 = 5 wide, 5 tall (the buffer holds 7x7)
Name bytes0x1CA165D 22 50 CD 3C 3C 21 26 D1 CB
Catch rateentry byte 8190

Front sprite pointer 0x5B87 resolves into ROM bank 0x0D (deterministic) at file offset 0x35B87. 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
25
Attack
35
Defense
70
Speed
45
Special
95
Total
270

Moves

Knows from the start: TACKLE.

Learnset (read straight from its pointer)

LevelMove
L16COUNTER
L185ROLLING KICK
L255STUN SPORE
L118JUMP KICK
L171GLITCH MOVE 0xCE
L5THUNDER WAVE
L5THUNDERBOLT
L34MIST
L119GLITCH MOVE 0xFF
L139SPORE
L130GLITCH MOVE 0xDA
L80GLITCH MOVE 0xAA
L149COMET PUNCH
L225SUPER FANG
L42DRAGON RAGE
L99SPORE
L75SUBSTITUTE
L99DREAM EATER
L164GLITCH MOVE 0xC6
L57THUNDERBOLT
L76FLY
L153CONFUSE RAY
L85LOVELY KISS
L139WATERFALL

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

MachineMove
TM06TOXIC
TM09TAKE DOWN
TM10DOUBLE-EDGE
TM20RAGE
TM24THUNDERBOLT
TM25THUNDER
TM30TELEPORT
TM31MIMIC
TM32DOUBLE TEAM
TM33REFLECT
TM34BIDE
TM39SWIFT
TM44REST
TM45THUNDER WAVE
TM50SUBSTITUTE
HM05FLASH

Evolutions

TriggerBecomes
LEVEL 162 (glitch method 0x38)MISSINGNO. (0xB5)
LEVEL 96 (glitch method 0x3C)\x08\x21\xf3PkMn\x18\x03\x21\xeePkMn\xcd (0xE0)
LEVEL 206 (glitch method 0x98)NIDOQUEEN (0x10)
LEVEL 204 (glitch method 0xDF)HAUNTER (0x93)
LEVEL 202 (glitch method 0x23)MISSINGNO. (0x34)
LEVEL 48 (glitch method 0x67)AERODACTYL (0xAB)
LEVEL 11 (glitch method 0xD3)VENONAT (0x41)
TRADEKADABRA (0x26)

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 0xFA pitch 0x61 length 0xD0 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.