List of glitches in Generation I
The contents of this article have been suggested to be split into List of minor glitches in Generation I. Please discuss it on the talk page for this article. |
This is a list of glitches that occur in the Generation I core series Pokémon games.
Japanese Red, Green, and Blue
NOTE: The following glitches affect all versions of Pokémon Red and Green (1.0 and 1.1) unless noted otherwise.
Dokokashira door glitch
- Main article: Dokokashira door glitch
If the player withdraws the Potion from the PC at the very start of their adventure (meaning before they receive their starter Pokémon) and then attempts using it, an empty party screen will appear and the Potion can be used, albeit to no effect. This was fixed for international releases and Pokémon Yellow, which will state "You don't have anyRB/aY POKéMON!" (Japanese: ポケモンが 1ぴきも いない!).
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Full box glitch
If the player has six Pokémon in their party and all full boxes before watching the old man's catching demonstration, the game will state that the box is full when the old man tries to capture the Weedle. The game will try to use the Poké Ball again infinitely afterwards, and every attempt results in this message causing an infinite loop. This forces the player to either reset the game or turn the power off. This is because the game thinks that the player is catching a Pokemon, even though it's actually the old man, the game produces a "temporary" Pokemon to hold, and if the catching demonstration ends, that caught Pokemon is deleted.
This glitch was fixed in the Japanese version of Pokémon Yellow and in the localizations.
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Overworld sprite misplacement
If the player does not have the Secret Key to the Cinnabar Gym, and surfs on the east coast and returns to land directly in front of the Gym, a man will appear on the roof of the Gym.
A similar effect happens if the player walks into the Vermilion Gym, walks directly left and then up so that they are facing the bottom-left trash can and press A to inspect it, or if the player is in the gate to Cycling Road. One of the Trainers in the Gym will be misplaced and return to his usual spot once the text box disappears, and when in the gate there may be a man standing on an object somewhere behind the guard.
Both of these variations of this glitch were fixed in some European releases of Pokémon Red and Blue, such as the Spanish version, and in all releases of Pokémon Yellow.
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Second type glitch
- Main article: Second type glitch
Silph Co. elevator entry swapping
It is possible to swap the positions of the elevator destinations in Silph Co. with the SELECT button as if they were items. Doing this in certain ways can change the list type in at least one way (i.e. to a list of 'boxed Pokémon') and corrupt data.
This glitch works in the Japanese Pokémon Blue but the effects differ from Pokémon Red and Green.
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In all Japanese games
Prevented progress
If the player has at least two Pokémon registered as caught in the Pokédex before obtaining it from Oak (either multiple non-related species or an evolved form of the starter Pokémon), the game will assume that they already have the Pokédex, and will not allow them to proceed.
This glitch affects all versions of the Japanese Red, Green (1.0 and 1.1), Blue, and Yellow (1.0 to 1.3). The glitch is fixed in the international releases of Pokémon Red and Blue, but remained in the international releases of Pokémon Yellow.
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In the Japanese Pokémon Yellow, it is also possible to perform this glitch by exploiting the save corruption glitch.
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International Red and Blue
Evolutionary stone bypassing
This glitch is in need of research. Reason: Glitch Pokémon which evolve by items You can discuss this on the talk page. |
Pokémon can be evolved without the use of an evolutionary stone, provided that the player has sent out a Pokémon with the equivalent identifier of the relevant evolutionary stone item and finishes the battle with that Pokémon in the same battle that a Pokémon that evolves using an evolutionary stone levels up.
Some glitch Pokémon with unusual evolutionary flags may evolve this way according to the game 'after exposure to an item', which is not necessarily an evolutionary stone.
Pokémon | Stone |
---|---|
Exeggutor | Moon Stone |
Missingno.* | Fire Stone |
Psyduck | Leaf Stone |
Growlithe | Thunderstone |
Onix | Water Stone |
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Invisible PC access
Celadon Hotel is based off a design of a Pokémon Center. In this map, if the player stands in front of where the PC would be in a Pokémon Center, the player can access an invisible PC.
There are also invisible PCs in the same position (accessible by facing up with the coordinates x=13, y=4 xblock=1, yblock=0) at Safari Zone rest houses 2, 3 and 4 (maps 223-225), but these positions are not normally accessible, so memory hacking must be done. The extra PCs are accessible without cheating though, as an 8F code has been written.
All known invisible PCs do not exist in Pokémon Yellow.
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Extra invisible PCs:
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Item duplication
- Main article: Item duplication glitch
Lift Key overworld misplacement
In the Rocket Hideout, if the player is standing to the left of the Team Rocket Grunt who has the Lift Key and talks to him, the Lift Key will appear underneath the player when he drops it. The player can still move around and collect it if he moves downward.
This glitch was fixed in Pokémon Yellow due to the Grunt automatically dropping the Lift Key as soon as he is defeated.
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Oak Poké Ball delivery text overlapping
If the player has no new Pokémon registered as caught in the Pokédex (by only having the starter Pokémon) and/or no Poké Balls in his Bag (this includes buying/finding/obtaining any and then selling/tossing/depositing them) after defeating the rival on Route 22, Oak will give five Poké Balls to the player after being talked to. During this event in the English versions, one of the lines of his dialogue appears over the previous line, instead of on a new one.
This glitch occurs in all localizations of Pokémon Red and Blue and in the European localizations of Pokémon Yellow. In the Italian Pokémon Red and Blue, there's also a word in this dialogue that overlaps the right border of the text box. In English Pokémon Yellow, it was fixed but the dialogue contains a typo instead.
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Old man glitch
- Main article: Old man glitch
Overworld sprite misplacement
See above.
Pewter Gym skipping
- Main article: Pewter Gym skip glitch
Walking with only fainted Pokémon
If the player has some fainted Pokémon and some that can fight, they can deposit all but the fainted Pokémon. After three steps the player will black out. However, if two steps are taken, then the game is saved and reset, it resets the step count. This means the player can enter a battle with no Pokémon. In Pokémon Yellow only one step is needed for the game to black out so this glitch does not work.
Yellow
Friendship item effect
This causes a no-effect item to still increase Pikachu's friendship value, such as using a healing item at full HP.
This glitch was fixed in Generation II.
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Pikachu off-screen glitches
With a certain Glitch City such as Sea Route 20's Safari Zone exit Glitch City, or the glitch items "Lg-" (hex:6E) or a "Rival's effect" item such as hex:94, it is possible to put the walking Pikachu off the screen.
All glitch items are available with the number of items underflow glitch. Lg- is also available through pPkMnp' ' (Ditto glitch Special 194) converting a Super Rod when it is the fifth item.
While Pikachu is off-screen, each step corrupts memory addresses D437 and onward, and the values depend on where the player steps, with south being 01, north being 02, west being 03 and east being 04. Through this, the player can make Pikachu's happiness one of these low values, cause a Glitch City and through specific movement, set the play time to 255:59.
With more advanced applications of the glitch, it is possible to max out Pikachu's happiness or cause it to do one of four special actions (winking, the fishing action, the confused action or the 'disapproval' action) when the player character talks to it.
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Prevented progress
See above.
In all games
This section is incomplete. Please feel free to edit this section to add missing information and complete it. Reason: cf. English and other localizations with the original Japanese releases |
NOTE: The following glitches affect all versions of Pokémon Red and Green (1.0 and 1.1) and of Japanese Pokémon Yellow (1.0 to 1.3) unless noted otherwise.
--
- Main article: -- (move)
If a Ditto transforms into another Pokémon and then switches around the copied moves with the SELECT button, after the battle the Ditto will not have Transform and will instead have --.
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0 ERROR glitch
- Main article: 0 ERROR
A glitch similar to the Mew glitch that causes Route 6 to become glitched.
Battle draw theme oversight
Prior to Generation II, having the player character draw in a Pokémon battle causes the victory theme to play even though the player has lost.
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Bide errors
The stored damage from Bide can hit (but not always) a Pokémon under the invulnerable stage of Fly or Dig. If Bide deals damage to a Pokémon under Fly or Dig, the game will reveal its sprite early. This also causes a small animation glitch with Dig where it appears that the enemy Pokémon rises from the ground off the top of the screen instead of the enemy rising up from 'underground'. There is no animation glitch with Fly because the game has no animation on the opponent's side of Fly returning from the top of the screen to the ground—the game only reveals the sprite.
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Burn and paralysis stat penalties stacking
Every time a Pokemon successfully uses a move that affects a stat (either raising for example with Double Team, or lowering it for example with Screech) of any of the two Pokemon in battle, the following happens:
- Badge boosts are applied to the Pokemon whose turn it is not.
- If the Pokemon whose turn it is not is paralyzed, its current Speed stat gets quartered.
- If the Pokemon whose turn it is not right now is burned, its current Attack stat gets halved.
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Cable Club escape
- Main article: Cable Club escape glitch
Changing NPC sprites
When the walk through walls glitch is used and the player flies to Lavender Town, they can activate this glitch. They must walk down to Route 12 and walk through the side of the gate rather than actually going into the gate. Once this has been done, every NPC will have the same sprite as the player. Encountering a wild Pokémon fixes the sprites.
Counter glitches
Counter may strike back damage from an attack that isn't Normal- or Fighting-type. For this to happen, the Counter target must have not selected any move the turn Counter was used (for example, due to being frozen, asleep, or switching out), and must have moved first and used a Normal- or Fighting-type damaging move the previous turn. In addition, Counter may also strike back damage from one's own attack. This occurs if the Counter target previously used a Normal- or Fighting-type damaging move before the Counter user succesfully used any damaging move during the same turn. If, in the next turn when Counter is used, the Counter target doesn't select a move, the Counter user's own damage will be dealt.
In Link Battles, Counter may also trigger desynchronization errors. This occurs due to the last move pointed by the cursor in the move selection menu being treated by the last move actually used if the Pokemon switches out. This oversight can also be exploited outside of link battles to make the opponent's Counter hit or miss at will under specific circumstances.
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Critical hit ratio error
Focus Energy and Dire Hits are intended to quadruple the critical hit rate, but due to a glitch, they will quarter the chance of scoring a critical hit. This was fixed in Pokémon Stadium.
Cut glitch
The Cut glitch can refer to two different glitches in Generation I involving the move Cut.
Invisible tree
There is a tree near the bottom of Route 14. If this particular tree is cut down and then the player walks five steps west from where the tree was (so that the spot where the tree used to be is at the edge of the screen) and then walks back their path will be blocked as if a tree was still there. Even though the tree is not visible, it can still be cut down normally using the move Cut.
Standing on a tree
In Generation I, if the player cuts down a tree, stands on the spot where the object was, saves, turns the game off, then loads it, the player will be standing on the tree. It is no longer possible to stand on a tree in later generations, nor is it possible to stand on a boulder.
This glitch occurs because the Generation I engine would not store the data needed to remember that the tree had been cleared. Generation II does not remember this data either, but is not susceptible to the glitch.
Cycling Road access requirement bypassing
If the player does not have a Bicycle (or it has been deposited in the PC), it is still possible to reach Cycling Road by holding down the left button while the guard attempts to prevent the player from entering the Cycling Road. Upon entering Cycling Road, the player will be automatically riding a bike, despite not having one.
This is because pressing the down on the d-pad actually overrides the "walk back to the right" movement, thus ignoring the return movement.
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Defrost move forcing
If a frozen Pokémon is defrosted before it would have moved that turn, it uses a move that turn, even though it couldn't select a move that turn due to being frozen. However, this move can differ between the games in a link battle, causing desynchronization. Additionally, this can also allow a Pokémon to use a move with no PP remaining, causing an underflow.
If a Pokémon is defrosted, in the game of the owner of the defrosted Pokémon, the move used will be the last move the player had the cursor over. Since the player does not get to select a move while frozen, this can be a move of another Pokémon in the party. The value that manages this is set to 0 at the start of a link battle, so if the player has never moved the cursor over a move during that battle, the used move will be the glitch move --.
In the game of the other player, the move used will be the last move used by the defrosted Pokémon (reset upon switching), or the first listed move if it has not used a move since switching.
PP is deducted from the move the Pokémon uses in other player's game (even in its owner's game), regardless of its current PP. If the move had 0 PP, it underflows to 63 PP and removes the effect of one PP Up.
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Ditto assumption
In Generation I and II, any Pokémon that uses Transform is regarded as a Ditto in its new form; this means that if the player catches a Mew or a glitch Pokémon which has used the move Transform, or a Pokémon which has used Transform via Mirror Move, instead they will obtain a Ditto. Mew turning into Ditto was not an issue, because wild Mew could not have been legitimately encountered. This system was later changed in Generation III, where wild Mew could be encountered.
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Division by 0
During damage calculation, the game will eventually attempt to divide by 0 in the following two cases. In both cases, this causes the game to hang indefinitely (due to the algorithm looping infinitely).
The attacker's current Attack/Special stat is higher than 255 and the defender's current Defense/Special stat is lower than 4.
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The defender's current Defense/Special stat is 512 or 513 and the defender has used Reflect/Light Screen. In addition, if its current Defense/Special stat is 514 or higher when Reflect/Light Screen is up, it will be treated as if it was much lower due to a roll-over glitch.
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Dual-type damage misinformation
In Generation I, Pokémon with two types that have a weakness and resistance to the same type receive neutral damage from that type, but the incorrect message is displayed.
For example, Grass-type moves do neutral damage to Gyarados, but if Gyarados is hit by a Grass-type move, the game erroneously states that the attack is "not very effective...".
The game prioritizes on which message to display for each 'special' scenario (where normal damage is not dealt) based on each scenario's internal ordering. The higher the ordering determines what message the game will display. Grass against Water as 200% damage for instance is the 4th entry, whilst Grass against Flying as 50% damage is the 27th. Consequently in this example the game chooses the message for scenario #27, returning the wrong message "It's not very effective...".
This glitch does not occur in Pokémon Stadium.
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If an attack is super effective or not very effective against one type and does no damage against another type (for example, Dig against Charizard), the game will erroneously state that the attack missed.
Order of priority of messages
Messages higher on the list take priority to those lower on the list. This list is the reverse order to which they are stored in the game data, which is likely the order they were added to the game.
Experience underflow
- Main article: Experience#Experience underflow glitch
In Generations I and II, level 1 Pokémon using the "medium-slow" growth algorithm will jump from level 1 to level 100 after gaining a low amount of experience points.
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Gate access restriction
Certain gates which can be accessed after the player passes Cycling Road will have guards that restrict the player from passing if the Bicycle is deposited in the PC, even though the player does not require a Bicycle.
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Ghost identity unveiling
When encountering a ghost in Pokémon Tower without having a Silph Scope, it is possible to see its true identity by viewing the stats of any Pokémon in the player's party. However, this glitch is only graphical, and it is still impossible to fight or catch it.
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Ghost Marowak bypassing
Using a Poké Doll on the ghost Marowak in Pokémon Tower with or without the Silph Scope will cause it to permanently disappear.
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Glitch City
- Main article: Glitch City
Hall of Fame corruption
- Main article: Missingno.#Glitches caused
When glitch Pokémon have been seen on the save file, the player's Hall of Fame is badly corrupted with entirely different Pokémon, even glitch Pokémon, and very glitched characters, names and levels. This does not affect the Pokémon themselves, rather the data seen in the Hall of Fame.
Haze opponent crippling
If Haze is used to thaw a frozen Pokémon when it still needs to recharge from Hyper Beam, the Pokémon will thaw out but it will be unable to make a move until it faints even if a Fire type move is used later. This glitch was fixed in Pokémon Stadium.
It is similar to the Sky Drop glitch in Generation V, because both glitches permanently make the opponent unable to move until fainting or switching (although switching out the Pokémon is normally not possible).
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HP recovery move failure
If a Pokémon uses a recovery move (Softboiled, Rest or Recover) and the difference between its current HP and maximum HP is 255 or 511 (or any number that leaves a remainder of 255 when divided by 256), the move will fail the same way it would when the difference is 0. This glitch does not occur in Pokémon Stadium.
This is because of an oversight that the game only checks the value as 1 byte (8-bits) of the value rather than 2 bytes of the whole value .
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Hyper Beam + Sleep move glitch
If a Pokemon that has just used Hyper Beam and has yet to recharge is targeted with a sleep inducing move, any other status it may already have (paralysis, burn, poison, or freeze) will be ignored and sleep will be induced regardless. In addition, the sleep inducing move will never miss, as it will skip any accuracy checks in a similar way to Swift.
Furthermore, if the Pokémon was badly poisoned (by Toxic), the Toxic counter will not be reset.
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Index #000 post-capture
In Generation I, if the player manages to capture an 'M (00), an invisible wild Ditto will still be in battle with the player where 'M (00) was before, and the battle will not end. This Ditto can then be caught.
Invisible Prof. Oak
If the player attempts to leave too many times when choosing their first Pokemon then the player, Prof. Oak and the middle Poké Ball's sprites will vanish. Pressing start will pull up some glitched text on the screen, but exiting the start menu will fix everything.
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Invulnerability glitch
In Generation I, if a Pokémon is fully paralysed or hurts itself in confusion while in the semi-invulnerable stage of Fly or Dig, all moves (with the exception of Swift, Transform and possibly the unleashed damage from Bide) from the opponent will miss or fail until the user switches Pokémon, finishes the battle or successfully performs a charging move (specifically, Fly, Dig, Razor Wind, Skull Bash, and Solar Beam). The user's Pokémon can attack normally during this glitch.
This glitch was fixed in Pokémon Stadium.
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Landing on a NPC
If the player lures (by blocking their movement in certain directions) an NPC below a ledge that can be jumped over, it is possible to land on top of the NPC.
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Level-up learnset skipping
Pokémon cannot learn moves they should learn at a level if they earn enough experience at once to skip that level.
For example, if a level 4 Pidgey earned enough experience points for defeating a single Pokémon to reach level 6, it will not learn Sand-Attack, a move it would normally learn at level 5.
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Leveling past 100
In Generation I and II, if a Pokémon is obtained at a level above 100, it can be leveled up with Rare Candies up to level 255. If a Rare Candy is fed to a level 255 Pokémon, its level will be reset to 0 due to an overflow in a single byte. If a Pokémon above level 100 levels up due to experience, its level will be reset to 100.
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Menu glitch
If the player holds A when the game is saving, the menu won't disappear until player stops holding A.
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Mew glitch
- Main article: Mew glitch
Mirror Move glitch
During a Link Battle, if Mirror Move and a partial-trapping moves such as Wrap or Fire Spin are used together, a desync may be triggered due to one game interpreting that the attack used was Mirror Move (and failing) and the other game interpreting that the partial-trapping move was used instead.
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Pallet Town NPC misplacement
If the player stands outside of Professor Oak's Lab in Pallet Town, the person outside it will eventually stand on the Lab's door. This is because the door tile was programmed as a non-solid tile.
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Perpetual spinning animation
If the player saves the game having just entered the Safari Zone and leaves, the game assumes that the player is just entering the Safari Zone entrance, as it does not save that the player is currently in a paid Safari Zone session. Thus, upon passing by the desk, the player is prompted to pay for another Safari Zone session, although they are now traveling out towards the town below. Because the player is supposedly in a Safari Zone session, the game counts down steps passively. Upon exiting towards the bottom into Fuschia City, the player must Fly to Viridian City and enter Giovanni's Gym. Inside, the player must walk along the spinners, proceeding to be spun around. After taking enough steps to deplete the (invisible) counter, the player freezes, the PA "ding-dong" noise will sound, and a message will pop up saying that the player's Safari Zone session is now over. If the player is in the middle of a spin while this happens, the player will be transported to the Safari Zone entrance as if they had just left the Safari Zone, and upon moving will perform the spin animation, and move slower. The player has full control over the movement of the character, the only difference is that instead of the walking animation, the spinning animation is played.
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Pokémon merging
- Main article: Pokémon merge glitch
Pokémon Storage System cloning
- Main article: Cloning glitches#Storage system method
Pokémon Storage System healthy party deposit
It is possible for the player to deposit all Pokémon except fainted ones and a black out will occur but only after four steps in the same session. In Red and Blue it is possible to progress further by saving the game before traveling four steps to reset the 'remaining step count' to 4 when the game is reset, though this is no longer the case in Pokémon Yellow because the remaining step count was changed to default to 1 step. The player immediately has a black out if entering a battle with just fainted Pokémon.
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Psywave desynchronization
If a Pokémon uses Psywave in a link battle, there is a small chance the games will generate a different number of pseudo-random numbers, causing desynchronization.
When a Pokémon uses Psywave, a random number is generated between 0 and 255. If the player uses Psywave, if the generated number is greater than or equal to 1.5× the Pokémon's level (rounded down) or it is 0, the number is discarded and a new number generated; if the opponent uses Psywave, if the generated number is greater than or equal to the Pokémon's level, the number is discarded and a new number generated. As such, if the generated number is 0, the Psywave user's game will generate a new number, whereas the non-Psywave user's game will not. This causes all subsequent pseudo-random numbers to be desynchronized.
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Psywave infinite loop
If a level 0, 1 or 171 Pokémon uses Psywave, the game will continuously generate pseudo-random numbers, hanging indefinitely. However, this is not an issue in normal gameplay, as Pokémon can only be obtained at these levels via glitches.
When a Pokémon uses Psywave, a random number is generated between 0 and 255. If the generated number is greater than or equal to 1.5× the Pokémon's level (rounded down) or it is 0, the number is discarded and a new number generated. As such, there is no number that can be generated for a level 0 or level 1 Pokémon that will not result in the result being discarded and a new number being generated.
If a level 171 Pokémon uses Psywave, the upper bound would be 256; however, since this value is stored in a single byte, it overflows to 0, causing the same issue as a level 0 Pokémon.
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Rematching Trainers
To perform this glitch, the player must have some Pokémon which can lose a battle easily, so they may wish to have one Pokémon, a poisoned Pokémon or both. They must be inside a cave, e.g. Mt. Moon or Victory Road. They must, finally, have access to an unbattled Trainer who is in a cave. They must encounter a wild Pokémon while in a Trainer's eyeline. This wild Pokémon must proceed to defeat the player, sending them to a Pokémon Center. They then must re-enter the cave the Trainer is in. The Start menu will pop up. Upon closing it, the Trainer they escaped from will fight the player. However, if the player defeats them, this is not interpreted as beating the Trainer, and the player can challenge them again.
Rhydon glitch
- Main article: Rhydon glitch
Save corruption
In Red, Blue, and Yellow, with no save file, when the player saves the game and turns off the power a little time after the Yes/No box disappears the player will have 255 Pokémon in the party the next time the file is loaded.
If the player turns the power off at the wrong time, the save file will either be corrupted or will appear normal. The right time to pull off the glitch is about twenty frames after the A button is pressed, but in Yellow it is about ten frames later.
The first few Pokémon are level 255 'M (FF) (Red/Blue) or Q_◣ (Yellow), with all of their stats as "F35" (65535), four TM55 as their moves with 63/0 PP and with a nickname and OT of many repeating "9"s. Pokémon past number six do not have all of these properties.
The data regarding Pokémon past the sixth position use other parts of the game's memory misinterpreted as Pokémon data, therefore swapping these Pokémon around or healing them can affect the game. If the player switches the second Pokémon with the tenth Pokémon, they will have 255 items. Switching the items past slot 20 will allow for more precise memory editing because there are only two pairs of memory addresses manipulated; displayed as an item and item quantity, while a "post-six" Pokémon uses many more bytes.
After performing the glitch, the poison effect will occur as the player walks around. In English versions, swapping the first-ninth Pokémon with the tenth will cause to player to have seen and owned 152 Pokémon in the Pokédex.
Using the following equation, it is possible to calculate what memory address any item, including invalid items is using, provided that the memory address is odd.
Memory address = [First item position address -1] + [Cursor positon] + ([Cursor position -1])[1]
The item address that follows an item is displayed as a quantity.
Beating the game quickly
As there are no memory protection measures in place in the Generation I and Generation II games, it is possible to use this glitch to do a number of things, such as beating the game in under five minutes. Below is one method of doing this that requires no luck manipulation:
In Pokémon Yellow, the memory address D364 is used for the last map location for walking through certain exits, including the exit for Red's house and the first item position address is D31D. This means that the correct cursor position can be expressed as:
D364 = D31C + [cursor position] + [cursor position -1]
This has no actual answer because D364 (54116) is even, so the address must be a quantity, but if D363 is used, the answer comes to hex: 24 (dec: 36). Therefore, the memory address D363 (current block of the player's X-position) corresponds to item position 36 (hex: 24) and the quantity of item 36 is the aforementioned warp location address. The cursor position in hexadecimal can be checked by highlighting an item in game and checking the memory address CC35.
As the index number of Pallet Town is 0, the player can access 255 locations by tossing the 36th item (as tossing one ×0 item causes an underflow to 255). The index number of the Hall of Fame room is 118, so the player must toss exactly 138 of item 36 to change the warp destination to the Hall of Fame. If the player stands on the right side of the exit mat item 36 should be a Master Ball, while if the player stands on the left side of the exit mat, it should be the hex:00 glitch item which would appear as some glitchy blocks with a multiplication sign in it.
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In Japanese versions
The glitch works in Japanese Blue but the game has to be reset some time after the "!" mark appears in "(PLAYERNAME)はレポートに しっかり かきのこした!". In Japanese Yellow it is possible with the same procedure as English Red/Blue and Yellow, but in order to corrupt the number of items the player has to replace the ninth Pokémon instead of the tenth to avoid a freeze after closing the items pack.
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Save reset oversight
This is a glitch that causes the player to always receive the "You can't get off here." message when trying to use the Bicycle even when they are not on the Bicycle. It also causes the "Cycling is fun! Forget Surfing!" message to appear when trying to use Surf (using the ????? "Surfboard" item doesn't cause this message to appear).
If the player's current save is on Route 16, Route 17 or Route 18 (Cycling Road), the WRAM address D732 (D731 in Pokémon Yellow) is normally set to 21h (5th bit is on).
Normally when the player brings up the Continue/New Game/Option menu many of the variables from the current save are loaded so that the game works properly when the player selects the "Continue" option. Most of these variables are reset back to their default value if a new game is loaded but not the WRAM address D732 (possibly due to an oversight by the game developers).
This means starting a New Game with the current save on Cycling Road will cause the "You can't get off here." message to appear when trying to use the Bicycle from any location. The effects of this glitch are only visible once the player obtains the Bicycle or the Soul Badge and a Pokémon with Surf.
The glitch can be fixed by performing any one of these actions:
- Using Dig, Teleport, Fly, or an Escape Rope
- Entering and leaving Cycling Road
- Blacking out (both in battle and in the overworld)
It has been reported that this glitch may occur without starting a new save file when the current save is on Cycling Road, but the cause is unknown. [2]
Another version of this glitch can (but not always) appear when performing the Fossil conversion glitch in the Japanese Red, Green, and Blue. [3] Unlike the "New Game" version, entering and leaving Cycling Road doesn't fix the glitch.
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Silent Indigo Plateau
In the battle against Blue at Indigo Plateau, if the player evolves a Pokémon in battle and defeats Blue, the music will be muted until Professor Oak comes to congratulate the player.
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Sprite corruption
The sprite corruption glitch is a glitch that alters the appearance of the sprites in Generation I, making the sprites appear to be cut into pieces or even unrecognizable in some instances.
In Generation I, many glitch Pokémon will distort battle sprites upon their encounter; however, this can be fixed by viewing the stats of a non-glitched Pokémon in the overworld. There are other methods to the glitch, some of which involve using a Pokémon Center to heal the player's Pokémon when in a glitched area, visiting Glitch City, or catching certain glitch Pokémon.
In other generations, it may occur when a cheating device is used.
Statue collision oversight
The glitch is performed by standing next to a water tile that is facing up, left, or right, walk in that direction and pressing start without letting go of the D-Pad. The game then needs to be saved and reset. When loading the saved data, the player will be facing in the direction that was being held down when the start button was pressed. Using Surf will cause the player to surf on the tile immediately south, even if it is not a water tile.
When loading a save file, the player usually starts facing south. This is because of the limited data in the game. This glitch causes the player to face in a different direction, which confuses the game.
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Statue fishing oversight
The player can use Surf or a Fishing rod when facing the right or left of a gym statue. The Old Rod continues to pull up Magikarp, as it ignores location, but the Super Rod (and the Good Rod in Yellow) will bring up "Looks like there's nothing in here..." everywhere other than the Cerulean Gym, which has wild Pokémon normally. This is probably because the developers didn't check on the statue's tile behavior on its interaction.
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Struggle bypassing
In Generation I, struggling can be avoided by allowing the game to self-select a move to be used, which can happen to any move used immediately after a Pokémon is defrosted, or due to a handful of moves' effects (Bind, Clamp, Fire Spin, Hyper Beam, Metronome, Mimic, and Wrap) because of the auto-selection involved with partial-trapping moves. A move used with 0 PP in this way would underflow to the maximum possible value, 63 PP, and, due to the way the data is structured, a move that 0 PP Ups had been used on would gain full PP Up status, while those on which PP Ups had been used would lose one PP Up boost. This glitch was addressed in Generation II games and later, which prevent a move from being executed if it has 0 PP.
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Substitute sprite vanishing
Using a sacrificial move like Explosion on a substitute and having the damage break the substitute prevents the user from fainting. The sprite of the user vanishes regardless.
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Substitute + Confusion glitch
If a Pokemon with a Substitute up hurts itself due to confusion, or due to Jump Kick's or High Jump Kick's side effect, damage will be dealt to the opponent's Substitute instead. If the opponent doesn't have a Substitute up no damage will be dealt to any Pokemon.
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Surfing Pikachu vanishing
If the player uses Pikachu to surf (this was intended to be possible), when the player gets back on land Pikachu will disappear.
S.S. Anne reboarding
After the S.S. Anne leaves the dock for the first time, it's possible to make it reappear later. To perform this glitch, the player must stand one tile above and to the left of the sailor guarding the harbor, take a step right and hit the Start button at the same time, save and reboot. After verifying that the player is facing right and without moving, a Pokémon must be selected to Surf, thus making the player surf on top of the sailor. Then, after walking down to the harbor, the boat can be entered.
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Toxic counter glitches
With Leech Seed
If the target of Leech Seed is also under the effect of Toxic, Leech Seed damage will increase every turn as the N value of Toxic increases because Leech Seed and Toxic both use the same damage algorithm (N * max(1, int(0.0625*MaxHP). This was fixed as of Generation II. If the current HP of the recipient of Leech Seed's HP-restoring effect is greater than its maximum HP, its current HP will be set equal to its maximum HP.
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With Rest
If a Pokémon badly poisoned by Toxic uses Rest, the Toxic counter will remain, with the N value not being reset. If a Pokémon is then poisoned, burned, or affected by Leech Seed, the damage will increase each turn as with bad poison.
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Trade cloning
- Main article: Cloning glitches#Trading method
Trapping sleep glitch
To perform this glitch, player's Pokémon has to be partially trapped by another Pokémon. As it's trapped, the player should use healing items until the trapping ends. If the opposing Pokémon then puts player's Pokémon to sleep on the turn trapping ends, player's Pokémon will never move. To fix the glitch, player has to cure the sleep status.
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Victory Road Bicycle music quirk
If, while riding the Bicycle in Victory Road, the player falls through a hole, they will, on landing, no longer be riding the Bicycle; nonetheless, the Bicycle theme music will continue to play until the player enters a battle, leaves the dungeon, changes floors, or resets the game.
This glitch occurs neither in the Japanese nor the international versions of Pokémon Yellow; instead, the Bicycle music does not play at all in Victory Road.
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Walking through an NPC
If the player lures an NPC onto the path that Professor Oak takes to bring the player to the laboratory, Professor Oak and the player will walk right over and through her.
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Walking through walls
To walk through walls, the player must first get a poisoned Pokémon and deposit all other Pokémon in the PC. Then, they need to go to the Safari Zone and pay $500 to play. They must try to leave the Safari Zone, but when asked if they want to leave early, select no. Next, they must save the game and restart. After that, they have to walk back into the Safari Zone building and walk downward. When asked if they want to play, they should select no and leave the building. Next, they should walk around and make sure they are on top of a ledge when they have walked 499 steps. Every time the screen flashes black, that is 4 steps, so they should count 124 screen flashes and 3 steps. After that, they must jump off the ledge so that the player is in midair when they run out of steps. Run around making sure to not go off screen until the only Pokémon in their party faints. They will be teleported to the last Pokémon Center they have visited and can now walk through walls.
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ZZAZZ
- Main article: ZZAZZ glitch
Glitches involving communication with the Generation II games
Johto guard bypassing
- Main article: Johto guard glitch
Shiny Ditto DV manipulation
The Shiny Ditto glitch requires a game from Generation I and Generation II, but only has an effect on a Generation II game. By trading any Shiny Pokémon to a Generation I game, having a wild Ditto transform into that Pokémon, then catching and trading the Ditto into a Generation II game, the Ditto will be Shiny.
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Trade evolution learnset oversight
Generation I Pokémon that can evolve by trading can be taught glitch moves through this glitch. This can be achieved by trading a trade evolution Pokémon from a Generation I game to a Generation II, at a level where its evolved form will learn a move not in Generation I. Trading the Pokémon back to the Generation I game will cause the move to become a glitch move.
For example, trading a level 34 Graveler from Pokémon Red to Pokémon Gold will make the Graveler evolve into Golem. Since it is level 34, it will learn Rollout. If it is then traded back to Pokémon Red, it will still have the move, but the game won't recognize it properly since it is a Generation II move, so will become TM05.
References
- ↑ Glitch City Laboratories - Pokémon Yellow "Save Abuse" Glitch thread - post by Torchickens.
- ↑ Glitch City Laboratories forums - "Pokemon Red/Blue Bicycle Glitch, newly discovered?" thread, post by VAAMusicalMike
- ↑ Glitch City Laboratories forums - "An addendum to the Fossil conversion glitch" thread, post by Torchickens
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This glitch Pokémon article is part of Project GlitchDex, a Bulbapedia project that aims to write comprehensive articles on glitches in the Pokémon games. |