(C1)
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.
GLITCH TYPE 0x8D GLITCH TYPE 0x84
The bytes
| What | Where in the ROM | Value |
|---|---|---|
| Index number | slot 193 of the species table | 0xC1 (193) |
| Pokedex byte | 0x410E4 | 205 (borrowed from a real species) |
| Stats entry | 0x39A2E | 91 E8 93 91 80 88 8D 84 91 F5... |
| Size byte | entry byte 10 | 0x50 = 0 wide, 5 tall (the buffer holds 7x7) |
| Name bytes | 0x1C99E | C4 01 0F 08 3E 07 EA 2C D1 3E |
| Catch rate | entry byte 8 | 145 |
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.
Moves
Knows from the start: BARRAGE, CLAMP, LEECH LIFE, HI JUMP KICK.
Learnset (read straight from its pointer)
| Level | Move |
|---|---|
| L96 | GLITCH MOVE 0xBA |
| L120 | CUT |
| L173 | GLITCH MOVE 0xFE |
| L120 | FURY ATTACK |
| L80 | THUNDER |
| L160 | GLITCH MOVE 0xC3 |
| L39 | RAZOR LEAF |
| L255 | GLITCH MOVE 0xA9 |
| L140 | DIZZY PUNCH |
| L130 | CONFUSE RAY |
| L255 | GLITCH MOVE 0xFF |
| L249 | HORN ATTACK |
| L144 | SPIKE CANNON |
| L17 | MEGA KICK |
| L191 | GLITCH MOVE 0xFF |
| L255 | GLITCH MOVE 0xE4 |
| L113 | BONEMERANG |
| L25 | GLITCH MOVE 0xD7 |
| L245 | THUNDERBOLT |
| L25 | GLITCH MOVE 0xE1 |
| L12 | BARRIER |
| L191 | GLITCH MOVE 0xD0 |
| L41 | REST |
| L9 | GLITCH MOVE 0xC2 |
TM and HM compatibility (flag bits, entry bytes 20 to 26)
| Machine | Move |
|---|---|
| TM02 | RAZOR WIND |
| TM08 | BODY SLAM |
| TM13 | ICE BEAM |
| TM15 | HYPER BEAM |
| TM18 | COUNTER |
| TM21 | MEGA DRAIN |
| TM24 | THUNDERBOLT |
| TM27 | FISSURE |
| TM29 | PSYCHIC |
| TM32 | DOUBLE TEAM |
| TM33 | REFLECT |
| TM34 | BIDE |
| TM35 | METRONOME |
| TM36 | SELFDESTRUCT |
| TM40 | SKULL BASH |
| TM43 | SKY ATTACK |
| TM48 | ROCK SLIDE |
| TM49 | TRI ATTACK |
| HM03 | SURF |
Evolutions
| Trigger | Becomes |
|---|---|
| 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.
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.