The Glitchhouse · Specimen Files
ゥU? glitch Pokemon sprite
Specimen 0xC8 · HYBRID

U?

GLITCH TYPE 0x61 / GLITCH TYPE 0x27 · index 200

Its name ends in a question mark, which turns out to be the most honest punctuation in the catalogue, because index 200 hides a genuine secret. Read down its evolution data and there it is, plain as anything: at level 3, ゥU? evolves into Mew.

Mew. The 151st Pokemon, the one Game Freak tucked away and never officially released, the white whale of an entire generation of playground rumors. And here is a sliver of garbage that can simply become it, no event, no truck, no cartridge swap, just a garbage evolution pointer that happens to land on species 21 and read it as an instruction. For anyone who spent 1998 believing Mew was under a truck near the S.S. Anne, this specimen is a quiet vindication. The impossible Pokemon really was hiding in the game. It was just hiding in the broken part.

The body it evolves from is the same defensive wall as ゥ .4 over at index 194, that 209 defense stacked on a feeble special, flattened into the same six-wide, one-tall sliver sprite. They share a stats entry, twins in bulk and shape. But where ゥ .4 dreamed of a Lapras, this one keeps company with Drowzee, Rapidash, Koffing, and, at the very top of the list, Mew. A one-pixel-tall wall with the rarest creature in the game folded into its future. Ask it what it is, and the honest answer really is a question mark.

ゥU? glitch Pokemon sprite, Game Boy
Game Boy
ゥU? glitch Pokemon sprite, Super Game Boy colors
Super Game Boy palette

GLITCH TYPE 0x61 GLITCH TYPE 0x27

The bytes

WhatWhere in the ROMValue
Index numberslot 200 of the species table0xC8 (200)
Pokedex byte0x410EB234 (borrowed from a real species)
Stats entry0x39D5A60 B3 60 D1 60 15 61 27 61 30...
Size byteentry byte 100x61 = 1 wide, 6 tall (the buffer holds 7x7)
Name bytes0x1C9E4CF 3E 04 EA 94 CF CD E6 2B C1
Catch rateentry byte 897

Front sprite pointer 0x6151 resolves into ROM bank 0x0D (deterministic) at file offset 0x36151. 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
179
Attack
96
Defense
209
Speed
96
Special
21
Total
601

Moves

Knows from the start: GLITCH MOVE 0xBE, AGILITY, GLITCH MOVE 0xE4, AGILITY.

Learnset (read straight from its pointer)

LevelMove
L16DRAGON RAGE
L164GLITCH MOVE 0xB1
L14DOUBLE KICK
L84SOLARBEAM
L75THUNDERBOLT
L92GLITCH MOVE 0xA9
L47WHIRLWIND
L151THUNDERSHOCK
L41GUILLOTINE
L149GLITCH MOVE 0xD2
L180RAGE
L75GLITCH MOVE 0xFF
L20BONEMERANG
L210VINE WHIP
L92FOCUS ENERGY
L43ABSORB
L14GLITCH MOVE 0xCE
L97TWINEEDLE
L195THUNDERSHOCK
L116SOLARBEAM
L103DOUBLE-EDGE
L201GLITCH MOVE 0xE5
L212GLITCH MOVE 0xAA
L171ABSORB

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

MachineMove
TM02RAZOR WIND
TM06TOXIC
TM07HORN DRILL
TM09TAKE DOWN
TM15HYPER BEAM
TM18COUNTER
TM22SOLARBEAM
TM23DRAGON RAGE
TM25THUNDER
TM31MIMIC
TM34BIDE
TM38FIRE BLAST
TM39SWIFT
TM42DREAM EATER
TM43SKY ATTACK
TM44REST
TM45THUNDER WAVE
TM46PSYWAVE
TM47EXPLOSION
TM50SUBSTITUTE
HM04STRENGTH
HM05FLASH

Evolutions

TriggerBecomes
LEVEL 84 (glitch method 0x5A)DROWZEE (0x30)
LEVEL 164 (glitch method 0x6C)RAPIDASH (0xA4)
LEVEL 3 (glitch method 0x41)MEW (0x15)
LEVEL 10 (glitch method 0x27)KOFFING (0x37)
LEVEL 68 (glitch method 0xA4)VENONAT (0x41)
LEVEL 84 (glitch method 0xA1)MISSINGNO. (0x45)
LEVEL 73 (glitch method 0x1A)h\xcaPOKe\x1f\x06\x1c\x21\x6a\x7b\xcd (0xC3)
LEVEL 90 (glitch method 0x24)MAGIKARP (0x85)

It can evolve into Mew. At level 3.

Its evolution data is read from a pointer that never pointed at evolution data. The game finds a garbage stream there and follows it anyway, and decoded, that stream is a slot machine of destinations, more than twenty of them, at levels both ordinary and absurd. Most sit above level 100, unreachable. One does not.

MEW
L3
the mythical no cartridge was meant to contain, waiting at the end of a level-3 evolution decoded straight from the ROM. This is the reachable one
ARTICUNO
L93
a legendary bird, further down the same garbage stream
MISSINGNO.
L84
even the most famous empty slot is one of its possible futures

Twenty-odd futures written in noise, and the one you can actually reach is the one the game was never supposed to give you. If you want the other door to the same Pokemon, there is the Mew glitch.

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 0x0D pitch 0xC8 length 0x18

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.