The Glitchhouse · Specimen Files
ゥ ' glitch Pokemon sprite
Specimen 0xD2 · HYBRID

'

GLITCH TYPE 0x8D / GLITCH TYPE 0x84 · index 210

The name is almost nothing: a single katakana u, a space, and a lone apostrophe hanging at the end. It reads like a possessive with the noun torn off, ゥ's, but ゥ's what? The sentence stops before it can tell you. Of all the crowded, cluttered names in the hybrid wing, index 210 has one of the emptiest, a syllable and a piece of punctuation reaching for a word that never comes.

The body is another of the great faceless heavyweights, the 232 HP giant whose sprite flickers here because it reads from video memory rather than any fixed picture. You have met its siblings scattered through this block. What makes this one worth stopping for is a single move buried at level 74: Conversion.

Conversion is Porygon's signature, the move that lets a Pokemon copy an opponent's type and become it. Now consider what that means for a creature whose own two types do not exist, whose elemental identity is a pair of numbers the game reads as nonsense. ゥ ' is the specimen that can rewrite what it is. Point it at a Water Pokemon and it becomes Water. Point it at a Ghost and it becomes Ghost. A monster with no real identity of its own, carrying the one move that lets it borrow somebody else's. Its evolution paths wander off to Parasect and Kingler and Muk, but the truest thing about ゥ ' is right there in that apostrophe: it is a creature defined entirely by what comes next, a blank waiting to be filled in.

ゥ ' glitch Pokemon sprite, Game Boy
Game Boy (memory-state flicker)
ゥ ' 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 210 of the species table0xD2 (210)
Pokedex byte0x410F5205 (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 bytes0x1CA4812 C0 3E 08 EA 28 D5 3E 08 E0
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
L62ACID
L164ROCK THROW
L230GLITCH MOVE 0xD5
L9SLASH
L101TWINEEDLE
L74CONVERSION
L211SMOG
L186ICE PUNCH
L198GLITCH MOVE 0xA8
L222GLITCH MOVE 0xD5
L74STRING SHOT
L188GLITCH MOVE 0xE4
L89SELFDESTRUCT
L235GLITCH MOVE 0xAA
L60GLITCH MOVE 0xDD
L214ROCK SLIDE
L171COMET PUNCH
L116GLITCH MOVE 0xAC
L118SONICBOOM
L218GLITCH MOVE 0xC7
L38JUMP KICK
L12GLITCH MOVE 0xB4
L115DOUBLE TEAM
L64GLITCH MOVE 0xA7

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 9 (glitch method 0x52)PARASECT (0x2E)
LEVEL 66 (glitch method 0x72)KINGLER (0x8A)
LEVEL 151 (glitch method 0x5C)CUBONE (0x11)
LEVEL 156 (glitch method 0x22)MUK (0x88)
LEVEL 198 (glitch method 0x50)RHYHORN (0x12)
LEVEL 39 (glitch method 0x9A)MR.MIME (0x2A)
LEVEL 169 (glitch method 0x10)ALAKAZAM (0x95)
LEVEL 162 (glitch method 0x54)GOLBAT (0x82)

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 0x04 pitch 0x47 length 0xCB

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.