The Glitchhouse · Specimen Files
◣ゥ 8 glitch Pokemon sprite
Specimen 0xC9 · HYBRID

8

ROCK / GROUND · index 201

The name opens with a small solid triangle, one of the corner tiles the game uses to draw menu boxes, as if a chunk of border broke off and drifted into a name. Index 201 wears it like a chip knocked off something much larger, which suits the body underneath perfectly, because this specimen is Onix.

Its shown species is 95, so it inherits the great rock serpent whole: the Rock and Ground typing, the enormous seven by seven sprite, and Onix's single most famous number, a defense of 160. Physical attacks bounce off it like pebbles off a cliff. But Onix was always a hollow giant, and the glitch inherits that honesty too, just 35 HP and a limp 45 attack behind all that armor. It is a wall you could hide behind that could not knock over a Caterpie. It even opens with Tackle and Screech, the exact starting moves the real Onix carries, so for the first few turns it is indistinguishable from the genuine snake.

The illusion holds longer than most. Only deep in its learnset do the seams appear, a Blizzard it should never know at level 39 and unprintable glitch moves scattered through the higher levels. Its evolutions crumble into the usual rubble, unreadable garbage and Jynx and Ditto and MissingNo. A mountain of a Pokemon, mostly empty inside, with a broken corner for a name.

◣ゥ 8 glitch Pokemon sprite, Game Boy
Game Boy
◣ゥ 8 glitch Pokemon sprite, Super Game Boy colors
Super Game Boy palette

ROCK GROUND

The bytes

WhatWhere in the ROMValue
Index numberslot 201 of the species table0xC9 (201)
Pokedex byte0x410EC95 (borrowed from a real species)
Stats entry0x38E265F 23 2D A0 46 1E 05 04 2D 6C...
Size byteentry byte 100x77 = 7 wide, 7 tall (the buffer holds 7x7)
Name bytes0x1C9EE78 EA 36 CC D8 21 26 D1 CB FE
Catch rateentry byte 845

Front sprite pointer 0x4164 resolves into ROM bank 0x0D (deterministic) at file offset 0x34164. 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
35
Attack
45
Defense
160
Speed
70
Special
30
Total
340

Moves

Knows from the start: TACKLE, SCREECH.

Learnset (read straight from its pointer)

LevelMove
L190STOMP
L39BLIZZARD
L223GLITCH MOVE 0xAA
L82GLITCH MOVE 0xB3
L194KINESIS
L81BONE CLUB
L22SUBSTITUTE
L235GLITCH MOVE 0xC8
L73SWIFT
L26DRAGON RAGE
L99GLITCH MOVE 0xAD
L25HARDEN
L20MEDITATE
L105BIND
L234KINESIS
L5TWINEEDLE
L4THUNDER WAVE
L34STRUGGLE
L57GLITCH MOVE 0xE0
L199PIN MISSILE
L42TACKLE
L72SPORE
L131TACKLE
L4POISON STING

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

MachineMove
TM06TOXIC
TM08BODY SLAM
TM09TAKE DOWN
TM10DOUBLE-EDGE
TM20RAGE
TM26EARTHQUAKE
TM27FISSURE
TM28DIG
TM31MIMIC
TM32DOUBLE TEAM
TM34BIDE
TM36SELFDESTRUCT
TM40SKULL BASH
TM44REST
TM47EXPLOSION
TM48ROCK SLIDE
TM50SUBSTITUTE
HM04STRENGTH

Evolutions

TriggerBecomes
LEVEL 46 (glitch method 0x8A)c\x4b\xd2\x4b7\x4b\x36\x4c\x72\x4c (0xE9)
LEVEL 248 (glitch method 0x4B)JYNX (0x48)
LEVEL 14 (glitch method 0x46)DITTO (0x4C)
LEVEL 178 (glitch method 0x1D)MISSINGNO. (0x32)
LEVEL 104 (glitch method 0x84)\xc9\x40\x0894\x38\xcdh\xc0\x21 (0xF9)
LEVEL 18 (glitch method 0x84)ELECTABUZZ (0x35)
LEVEL 107 (glitch method 0x54)MISSINGNO. (0x7A)
LEVEL 188 (glitch method 0xAA)SHELLDER (0x17)

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 0xF5 pitch 0x7E length 0x87 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.