The Glitchhouse · Specimen Files
ゥ .4 glitch Pokemon sprite
Specimen 0xC2 · HYBRID

.4

GLITCH TYPE 0x61 / GLITCH TYPE 0x27 · index 194

The name trails off into a period and a four, like a file that got saved before anyone finished typing. ゥ .4 sits at index 194, and it is built to be hit and not care.

Its defense is 209, one of the highest numbers in this entire catalogue, wrapped around a healthy 179 HP. That is a genuine wall, a specimen you could throw physical attacks at all afternoon while it stares back. The catch is its special stat: a feeble 21, which leaves it wide open to any special move, a fortress with the back gate left swinging. It opens battle by using Agility, then using Agility again, boosting a speed it already has for reasons only the garbage understands.

The strangest thing about it is its shape. Unlike the faceless VRAM specimens, ゥ .4 has a real, decodable sprite, but its size byte reads six tiles wide by exactly one tile tall. It is a sliver, a horizontal smear of a creature, a Pokemon flattened into a single row like something caught in a closing door. A wall that looks like a line.

Its evolution paths are the widest grab bag yet, wandering from Rattata to Golem to Lapras to Abra to Venusaur, as if it could not decide what to be and so left every option open. A one-pixel-tall fortress that dreams of being a Lapras. Only in the hybrid wing.

ゥ .4 glitch Pokemon sprite, Game Boy
Game Boy
ゥ .4 glitch Pokemon sprite, Super Game Boy colors
Super Game Boy palette

GLITCH TYPE 0x61 GLITCH TYPE 0x27

The bytes

WhatWhere in the ROMValue
Index numberslot 194 of the species table0xC2 (194)
Pokedex byte0x410E5234 (borrowed from a real species)
Stats entry0x39D5A60 B3 60 D1 60 15 61 27 61 30...
Size byteentry byte 100x61 = 1 wide, 6 tall (the buffer holds 7x7)
Name bytes0x1C9A814 EA 25 D1 CD E8 30 FA 26 CC
Catch rateentry byte 897

Front sprite pointer 0x6151 resolves into ROM bank 0x0D (deterministic) at file offset 0x36151. 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
179
Attack
96
Defense
209
Speed
96
Special
21
Total
601

Moves

Knows from the start: GLITCH MOVE 0xBE, AGILITY, GLITCH MOVE 0xE4, AGILITY.

Learnset (read straight from its pointer)

LevelMove
L90TWINEEDLE
L59GLITCH MOVE 0xE1
L163NIGHT SHADE
L72DRILL PECK
L129FOCUS ENERGY
L215PIN MISSILE
L75PSYCHIC
L141GLITCH MOVE 0xAA
L37DISABLE
L204TRI ATTACK
L66GLITCH MOVE 0xB2
L24GLITCH MOVE 0xD9
L56CONFUSE RAY
L33FIRE SPIN
L25MEGA DRAIN
L78CONSTRICT
L149TAIL WHIP
L152AGILITY
L99TAKE DOWN
L180GLITCH MOVE 0xEC
L73LIGHT SCREEN
L137LEECH SEED
L99BIND
L226CONVERSION

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

MachineMove
TM02RAZOR WIND
TM06TOXIC
TM07HORN DRILL
TM09TAKE DOWN
TM15HYPER BEAM
TM18COUNTER
TM22SOLARBEAM
TM23DRAGON RAGE
TM25THUNDER
TM31MIMIC
TM34BIDE
TM38FIRE BLAST
TM39SWIFT
TM42DREAM EATER
TM43SKY ATTACK
TM44REST
TM45THUNDER WAVE
TM46PSYWAVE
TM47EXPLOSION
TM50SUBSTITUTE
HM04STRENGTH
HM05FLASH

Evolutions

TriggerBecomes
LEVEL 88 (glitch method 0xA2)RATTATA (0xA5)
LEVEL 173 (glitch method 0xAA)GOLEM (0x31)
LEVEL 164 (glitch method 0x48)LAPRAS (0x13)
LEVEL 152 (glitch method 0x44)ABRA (0x94)
LEVEL 80 (glitch method 0x52)VENUSAUR (0x9A)
LEVEL 4 (glitch method 0xF3)OMANYTE (0x62)
LEVEL 153 (glitch method 0x11)ARBOK (0x2D)
LEVEL 147 (glitch method 0x2E)SLOWBRO (0x08)

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 0x28 pitch 0x06 length 0xFA 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.