'
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.
GLITCH TYPE 0x8D GLITCH TYPE 0x84
The bytes
| What | Where in the ROM | Value |
|---|---|---|
| Index number | slot 210 of the species table | 0xD2 (210) |
| Pokedex byte | 0x410F5 | 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 | 0x1CA48 | 12 C0 3E 08 EA 28 D5 3E 08 E0 |
| 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 |
|---|---|
| L62 | ACID |
| L164 | ROCK THROW |
| L230 | GLITCH MOVE 0xD5 |
| L9 | SLASH |
| L101 | TWINEEDLE |
| L74 | CONVERSION |
| L211 | SMOG |
| L186 | ICE PUNCH |
| L198 | GLITCH MOVE 0xA8 |
| L222 | GLITCH MOVE 0xD5 |
| L74 | STRING SHOT |
| L188 | GLITCH MOVE 0xE4 |
| L89 | SELFDESTRUCT |
| L235 | GLITCH MOVE 0xAA |
| L60 | GLITCH MOVE 0xDD |
| L214 | ROCK SLIDE |
| L171 | COMET PUNCH |
| L116 | GLITCH MOVE 0xAC |
| L118 | SONICBOOM |
| L218 | GLITCH MOVE 0xC7 |
| L38 | JUMP KICK |
| L12 | GLITCH MOVE 0xB4 |
| L115 | DOUBLE TEAM |
| L64 | GLITCH MOVE 0xA7 |
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 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.
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.