.4
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.
GLITCH TYPE 0x61 GLITCH TYPE 0x27
The bytes
| What | Where in the ROM | Value |
|---|---|---|
| Index number | slot 194 of the species table | 0xC2 (194) |
| Pokedex byte | 0x410E5 | 234 (borrowed from a real species) |
| Stats entry | 0x39D5A | 60 B3 60 D1 60 15 61 27 61 30... |
| Size byte | entry byte 10 | 0x61 = 1 wide, 6 tall (the buffer holds 7x7) |
| Name bytes | 0x1C9A8 | 14 EA 25 D1 CD E8 30 FA 26 CC |
| Catch rate | entry byte 8 | 97 |
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.
Moves
Knows from the start: GLITCH MOVE 0xBE, AGILITY, GLITCH MOVE 0xE4, AGILITY.
Learnset (read straight from its pointer)
| Level | Move |
|---|---|
| L90 | TWINEEDLE |
| L59 | GLITCH MOVE 0xE1 |
| L163 | NIGHT SHADE |
| L72 | DRILL PECK |
| L129 | FOCUS ENERGY |
| L215 | PIN MISSILE |
| L75 | PSYCHIC |
| L141 | GLITCH MOVE 0xAA |
| L37 | DISABLE |
| L204 | TRI ATTACK |
| L66 | GLITCH MOVE 0xB2 |
| L24 | GLITCH MOVE 0xD9 |
| L56 | CONFUSE RAY |
| L33 | FIRE SPIN |
| L25 | MEGA DRAIN |
| L78 | CONSTRICT |
| L149 | TAIL WHIP |
| L152 | AGILITY |
| L99 | TAKE DOWN |
| L180 | GLITCH MOVE 0xEC |
| L73 | LIGHT SCREEN |
| L137 | LEECH SEED |
| L99 | BIND |
| L226 | CONVERSION |
TM and HM compatibility (flag bits, entry bytes 20 to 26)
| Machine | Move |
|---|---|
| TM02 | RAZOR WIND |
| TM06 | TOXIC |
| TM07 | HORN DRILL |
| TM09 | TAKE DOWN |
| TM15 | HYPER BEAM |
| TM18 | COUNTER |
| TM22 | SOLARBEAM |
| TM23 | DRAGON RAGE |
| TM25 | THUNDER |
| TM31 | MIMIC |
| TM34 | BIDE |
| TM38 | FIRE BLAST |
| TM39 | SWIFT |
| TM42 | DREAM EATER |
| TM43 | SKY ATTACK |
| TM44 | REST |
| TM45 | THUNDER WAVE |
| TM46 | PSYWAVE |
| TM47 | EXPLOSION |
| TM50 | SUBSTITUTE |
| HM04 | STRENGTH |
| HM05 | FLASH |
Evolutions
| Trigger | Becomes |
|---|---|
| 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.
Does it still work?
This is the question people actually ask about a glitch, so here is the honest answer for this one.
| Where | Still works? |
|---|---|
| Original Game Boy cartridge | Yes. The source of every byte on this page. |
| Game Boy Color / Super Game Boy | Yes, 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.