List of glitches in Generation III
This is a list of glitches that occur in the Generation III main series Pokémon games.
In Pokémon Ruby and Sapphire
Berry glitch
- Main article: Berry glitch
Dewford Gym glitch
In Pokémon Ruby and Sapphire, the wall behind the right-hand statue in Dewford Gym behaves like a statue: when approached, and the A-button is pressed, it says: "DEWFORD POKéMON GYM, BRAWLY'S CERTIFIED TRAINERS:". After Brawly is defeated, it will list the player as a certified Trainer. This was removed in Pokémon Emerald.
Ledge glitch
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East of Mauville City there is an Aroma Lady that will battle the player. If the player stands right behind the ledge in her line of sight, she will see the player and walk onto the ledge and stay there until the player leaves the area. This does not occur in Emerald due to her not walking around. A similar glitch involves a Gentleman near Lilycove City.
Nightmare glitch
In Pokémon Ruby and Sapphire, if Nightmare is used on a sleeping Pokémon yet the sleeping Pokémon wakes up due to Shed Skin, the enemy Pokémon is still harmed by Nightmare even though it is not asleep.
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Pay Day glitch
In Pokémon Ruby and Sapphire, the wrong amount of money received from Pay Day will be displayed if the Amulet Coin is held, leaving the impression that it does not affect Pay Day. Yet, upon checking the Trainer card, the player will discover that the money earned from Pay Day has been doubled and added to their total savings. This error was fixed in Pokémon FireRed and LeafGreen and all subsequent games.
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Sootopolis rock wall glitch
In Sootopolis City, to the right of the staircase leading to the house of the old lady who talks about Mt. Pyre is a rock wall that the player can walk in. The player can only go one step in, however.
Thunder glitch
In some copies of Pokémon Ruby and Sapphire, using Thunder or Thunderbolt may cause the game to freeze during the moves' animation sequences. This can be remedied by turning off the battle animations in the options menu. Also, in Pokémon FireRed, LeafGreen, and Emerald, the sound of Thunder or Thunderbolt may get stuck until the game resets.
Truck glitch
This glitch only occurs in Pokémon Ruby and Sapphire. At the start of the game, if the player saves inside the truck and reboots, upon exiting the truck the game tries to show "Littleroot Town" as if a new area had been entered, while it normally would not have been.
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In Pokémon FireRed and LeafGreen
Infinite Nugget glitch
If the player loses to the Rocket Grunt at the end of Nugget Bridge, the player has a chance to fight him again. Each time he is re-fought, he will give the player a Nugget, so one can purposely lose to obtain Nuggets repeatedly.
Contrary to popular belief, this glitch does not work in Generation I because the player has only one chance to fight the Grunt.
Poké Flute glitch
When the player plays the Poké Flute and while the melody is playing, if the Help Menu is activated and deactivated, the music will be muted until the Pokémon wakes up.
Roaming Roar glitch
If a roaming Pokémon uses Roar to flee from battle, it will permanently disappear from the game.
In Pokémon Ruby, Sapphire, FireRed, and LeafGreen
Roaming IV glitch
The roaming IV glitch is a glitch in Pokémon Ruby, Sapphire, FireRed and LeafGreen that causes roaming Pokémon to have extremely low IVs. The glitch is not present in Pokémon Emerald.
In Generation III, the data for a Pokémon's IVs are stored in a 32-bit integer. However, when a roaming Pokémon is captured, only the last eight bits are transferred. While the HP IV is unaffected, the Pokémon can only have a maximum Attack IV of 7. The other IVs will always be 0.
In Pokémon Emerald
Battle Tower cloning glitch
- Main article: Pokémon cloning#Generation III
Mirage Tower glitch
In Mirage Tower, there is no rock on the second floor near the stairs, but the player cannot walk there.
Pomeg glitch
- Main article: Pomeg glitch
In Pokémon Ruby, Sapphire, and Emerald
Dive glitch
- Main article: Dive glitch
Route 134 current glitch
In the south-east corner of the island in the south-east corner of Route 134, there is a current tile that does not behave as a water tile. The player cannot Surf on it, but can walk on it. Walking on it will simply push the player back onto the island to the left.
In all Generation III games
Focus Punch glitch
This glitch is triggered by selecting Focus Punch in a double battle on the first Pokémon, pressing the "B" button, then switching out the first Pokémon. When the battle is conducted, the first Pokémon will tighten its focus in preparation for Focus Punch, then switch out.
This does not occur in Pokémon Colosseum or XD, nor in later generations.
Sticky hold glitch
This glitch occurs when Thief or Covet is used to knock out a Pokémon holding an item that has the Sticky Hold ability. It causes the sprite of the defeated Pokémon to stay in a ghost-like form. This lasts until the screen is changed. Switching to the item list or Pokémon list will cause it to disappear.
If it is a battle against a team of six Pokémon, defeating the next Pokémon will cause that Pokémon's sprite to vanish normally, but the ghost-like sprite will remain. If the second Pokémon is defeated without leaving the battle screen, a third Pokémon will come out, but the second Pokémon's sprite will not remain. The original ghost-like sprite will remain and get recolored to match. This is because the game stores color palettes separately to the pictures themselves.
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In the side games
In Pokémon Colosseum
Experience glitch
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This glitch occurs when an opponent's last Pokémon is defeated by a burn or poison while the player's Pokémon are under the effect of Perish Song. When this occurs, the player's Pokémon will gain experience immediately after the Pokémon faints, then once again each time one of the player's Pokémon's perish count drops. This allows Pokémon to gain the experience for defeating the Pokémon up to three times.
In Pokémon Colosseum, an opponent's last Pokémon may give experience twice if it faints due to damage from a status effect while also affected by Perish Song. This was fixed in Pokémon XD: Gale of Darkness."
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Infinite ball glitch
The infinite ball glitch is a glitch in Pokémon Colosseum that enables the player to reuse any type of Poké Ball. It does not work in the Player's Choice version or in Pokémon XD.
The glitch is performed by selecting a Poké Ball with the player's first Pokémon's turn. Then, on the second Pokémon's turn, switching the location of the Poké Ball in the bag chosen with another Poké Ball in the bag (using the "Y" button). After the Ball is thrown, the Poké Ball pocket will still have the same amount of Poké Balls, as if the Ball just thrown had not been used.
Sometimes, if using a Master Ball, the game will freeze and bring the "An error occurred" message the Nintendo GameCube gives when it fails to properly read a game.
Also, if the second Pokémon is using a multiple-turn move that has been selected on a previous turn, the attack prevents the glitch from working, which causes the thrown Snag Ball to be used.
Purification glitch
In Agate Village, the cliffs directly to the left and right of the hill at the entrance are glitched. If the player walks downward while on these small cliffs, there are two specific points where the player will hit the edge and continue to walk, and the screen will start to shake. This will cause all Shadow Pokémon in the player's party to be purified at the same rate as if the player is walking around.
Shiny Shadow Pokémon glitch
Like in the main series games, in Pokémon Colosseum there is a 1/8192 chance of a Shadow Pokémon being Shiny. When a Shiny Shadow Pokémon is captured, it is highly improbable that the Pokémon will retain Shininess. Conversely, when an ordinary Shadow Pokémon is captured, there is still the 1/8192 chance of that Pokémon becoming Shiny when it is sent to the player's party or the Pokémon Storage System. Shininess is retained through purification.
This glitch is caused by the game not considering the player's ID numbers until it is captured. The game instead uses the opponent's ID number to determine if the Shadow Pokémon will be Shiny based on the personality value it generates at the start of the battle. Upon capture, the ID numbers of the capturing Trainer will then be applied and Shininess will be determined from the previously generated personality value, similarly to the oddity of a hatched Egg changing normal to Shiny, or Shiny to normal.
However, in Pokémon XD, this glitch was corrected. When the game calculates a personality value, it checks against the player's ID numbers and the opponent's ID numbers. If the game were to generate a Shiny personality value, it would then recalculate the personality value until it would not be Shiny with both the player and the opponent's ID numbers. As a consequence of fixing this glitch from Pokémon Colosseum in Pokémon XD, the game ensures that all Shadow Pokémon are never Shiny.
This glitch Pokémon article is part of Project GlitchDex, a Bulbapedia project that aims to write comprehensive articles on glitches in the Pokémon games. |