The Glitchhouse · Specimen Files
ゥ (C1) glitch Pokemon sprite
Specimen 0xC1 · HYBRID

(C1)

GLITCH TYPE 0x8D / GLITCH TYPE 0x84 · index 193

The name is a single katakana character followed by nothing the game can spell, the sound "u" hanging in space. This is the first of a long line of ゥ specimens in the catalogue, cousins by nothing more than a shared opening syllable, and it announces the family with a body you cannot see.

Index 193 has no sprite of its own. Its front pointer runs into video memory instead of ROM, which means its appearance is not a fixed picture but a reflection of whatever your Game Boy was drawing a moment before you met it. The images on this page flicker between three reconstructions, each seeded from a different memory state, because that flicker is the honest answer to the question of what it looks like: it depends. On a real cartridge, it would wear the scattered tiles of the last screen you saw.

What it lacks in a face it makes up for in muscle. This is a genuine bruiser, 232 HP stacked on triple-digit attack, defense, and special, the kind of bulk that shrugs off hits the fragile MissingNo. could never survive. It even carries two types at once, though both are glitch types that do not exist, numbers 141 and 132 read as elements, which makes its weaknesses a coin flip the game was never designed to resolve.

Its moves are a brawler's toolkit, Barrage and Clamp and Leech Life and Hi Jump Kick, and its evolution paths read like a police lineup of poison Pokemon: Arbok, Muk, Weezing, and of course a road that loops back to MissingNo. A faceless heavyweight that could turn into a cobra. That is the hybrid wing in one specimen.

ゥ (C1) glitch Pokemon sprite, Game Boy
Game Boy (memory-state flicker)
ゥ (C1) 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 193 of the species table0xC1 (193)
Pokedex byte0x410E4205 (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 bytes0x1C99EC4 01 0F 08 3E 07 EA 2C D1 3E
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
L96GLITCH MOVE 0xBA
L120CUT
L173GLITCH MOVE 0xFE
L120FURY ATTACK
L80THUNDER
L160GLITCH MOVE 0xC3
L39RAZOR LEAF
L255GLITCH MOVE 0xA9
L140DIZZY PUNCH
L130CONFUSE RAY
L255GLITCH MOVE 0xFF
L249HORN ATTACK
L144SPIKE CANNON
L17MEGA KICK
L191GLITCH MOVE 0xFF
L255GLITCH MOVE 0xE4
L113BONEMERANG
L25GLITCH MOVE 0xD7
L245THUNDERBOLT
L25GLITCH MOVE 0xE1
L12BARRIER
L191GLITCH MOVE 0xD0
L41REST
L9GLITCH MOVE 0xC2

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 50 (glitch method 0x55)MISSINGNO. (0x7A)
LEVEL 85 (glitch method 0x15)ARBOK (0x2D)
LEVEL 65 (glitch method 0x49)MUK (0x88)
LEVEL 60 (glitch method 0x8C)WEEZING (0x8F)
LEVEL 170 (glitch method 0xAA)MACHOKE (0x29)
LEVEL 41 (glitch method 0x2A)GOLEM (0x31)
LEVEL 33 (glitch method 0xB5)MISSINGNO. (0x56)
LEVEL 8 (glitch method 0x27)ODDISH (0xB9)

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 0x21 pitch 0x26 length 0xD0

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.