The Glitchhouse · Specimen Files
ゥL ‖ゥM 4 glitch Pokemon sprite
Specimen 0xC6 · HYBRID

L M 4

WATER / FIGHTING · index 198

The name is a traffic jam: a katakana u, an L, a double vertical bar the game uses for nothing in particular, another u, an M, and a lonely 4. It looks like a corrupted license plate. But do not let the name fool you, because index 198 has one of the most legitimate bodies in the whole hybrid wing.

It wears Poliwrath. Its shown species is 62, so it inherits the full grown frog, the real Water and Fighting typing, and Poliwrath's genuinely solid stat line, 90 HP behind 95 defense and even offense. It fills a proper seven by seven sprite, no slivers or scatter, just the muscular amphibian standing there like it belongs. And its opening moves are exactly what a Poliwrath would throw: Hypnosis to put you to sleep, then Water Gun, DoubleSlap, and Body Slam to finish the job. In a battle it does not act broken. It acts like a competent mid-tier fighter that happens to have a keyboard smash for a name.

The cracks are all in the paperwork. Deeper in its learnset are unprintable glitch moves and a Teleport it learns at level 154, and its evolution chain makes no sense at all, sliding from Magikarp to Electrode to Dewgong to the ever-present MissingNo. A prizefighter with a garbled name and an impossible family tree. If a is the counterfeit that could almost pass, this is the counterfeit that could almost win.

ゥL ‖ゥM 4 glitch Pokemon sprite, Game Boy
Game Boy
ゥL ‖ゥM 4 glitch Pokemon sprite, Super Game Boy colors
Super Game Boy palette

WATER FIGHTING

The bytes

WhatWhere in the ROMValue
Index numberslot 198 of the species table0xC6 (198)
Pokedex byte0x410E962 (borrowed from a real species)
Stats entry0x38A8A3E 5A 55 5F 46 46 15 01 2D B9...
Size byteentry byte 100x77 = 7 wide, 7 tall (the buffer holds 7x7)
Name bytes0x1C9D0EA 8B CF 7C EA 8C CF FA 36 CC
Catch rateentry byte 845

Front sprite pointer 0x73C1 resolves into ROM bank 0x0D (deterministic) at file offset 0x373C1. 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.

HP
90
Attack
85
Defense
95
Speed
70
Special
70
Total
410

Moves

Knows from the start: HYPNOSIS, WATER GUN, DOUBLESLAP, BODY SLAM.

Learnset (read straight from its pointer)

LevelMove
L205GLITCH MOVE 0xF9
L154TELEPORT
L209STUN SPORE
L152EMBER
L99GLITCH MOVE 0xC3
L38REST
L49GUILLOTINE
L66GLITCH MOVE 0xB0
L33DOUBLE KICK
L82ACID ARMOR
L146GLITCH MOVE 0xC6
L53VINE WHIP
L194SUBSTITUTE
L44MEGA KICK
L173DOUBLE-EDGE
L47GROWTH
L68SCRATCH
L146SKULL BASH
L145GLITCH MOVE 0xB2
L19SAND-ATTACK
L20ACID ARMOR
L110AMNESIA
L6FISSURE
L145GLITCH MOVE 0xD3

TM and HM compatibility (flag bits, entry bytes 20 to 26)

MachineMove
TM01MEGA PUNCH
TM05MEGA KICK
TM06TOXIC
TM08BODY SLAM
TM09TAKE DOWN
TM10DOUBLE-EDGE
TM11BUBBLEBEAM
TM12WATER GUN
TM13ICE BEAM
TM14BLIZZARD
TM15HYPER BEAM
TM17SUBMISSION
TM18COUNTER
TM19SEISMIC TOSS
TM20RAGE
TM26EARTHQUAKE
TM27FISSURE
TM29PSYCHIC
TM31MIMIC
TM32DOUBLE TEAM
TM34BIDE
TM35METRONOME
TM40SKULL BASH
TM44REST
TM46PSYWAVE
TM50SUBSTITUTE
HM03SURF
HM04STRENGTH

Evolutions

TriggerBecomes
LEVEL 40 (glitch method 0x63)MAGIKARP (0x85)
LEVEL 129 (glitch method 0x41)ELECTRODE (0x8D)
LEVEL 66 (glitch method 0x2A)MISSINGNO. (0x51)
LEVEL 35 (glitch method 0x8C)DEWGONG (0x78)
LEVEL 129 (glitch method 0x7D)CLEFABLE (0x8E)
LEVEL 249 (glitch method 0x45)MOLTRES (0x49)
LEVEL 25 (glitch method 0x4E)MEW (0x15)
LEVEL 70 (glitch method 0x8E)KADABRA (0x26)

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.

base 0x38 pitch 0xDC length 0x9F out-of-bounds base cry: the game reads sound data that was never a cry

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.