List of glitch effects: Difference between revisions

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This is a '''list of [[glitch]] effects''' that can be encountered in Pokémon games.
This is a '''list of [[glitch]] effects''' that can be encountered in Pokémon games.


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A '''game freeze''' is an event when the game stops responding to the player's input, caused by a glitch or hardware failure. During it, the player cannot move, speak to NPCs, select objects or use any buttons. The only solution to escape a game freeze is to simply turn the power off and restart the game from the player's last [[save|save file]].
A '''game freeze''' is an event when the game stops responding to the player's input, caused by a glitch or hardware failure. During it, the player cannot move, speak to NPCs, select objects or use any buttons. The only solution to escape a game freeze is to simply turn the power off and restart the game from the player's last [[save|save file]].
A game freeze can be caused by a lot of factors, such as walking out of the boundaries of an area. Performing some glitches can also cause the game to freeze, such as executing the [[Mew glitch]] incorrectly. They may also be caused by physical harm to the gaming system or the game cartridge, like dropping or hitting by a major force, or a dirty game cartridge. In {{2v2|Ruby|Sapphire}}, it may happen, with a tiny probability, when using {{m|Thunderbolt}} or {{m|Thunder}} unless battle effects are turned off.
Mostly, game freezes are accompanied by an odd buzzing sound, but sometimes, the normal music can play, either normally or looped at one or several sounds. Modern consoles, however, only display an error message.
==== Softlocking ====
A '''softlock''' is a variation of game freezing. However, the game is not actually considered frozen, so [[soft resetting]] is still possible. The player is unable to move, but the music still plays and NPCs can still move.
Examples include a [[level]] 0, 1 or 171 Pokémon using {{m|Psywave}} or every action that results in {{wp|Division by zero|division by 0}} in Generation I, or the [[Lumiose City save glitch]] in version 1.0 of {{pkmn|X and Y}}.
=== Glitch battle ===
[[File:Glitchbattle.png|thumb|[[4(h4?]]'s glitch battle, after screen corruption]]
{{main|Glitch battle}}
A '''glitch battle''' is a battle which is initiated by a handful of types of [[glitch Pokémon]]. It happens when an encounter starts with a glitch Pokémon whose sprite causes {{wp|memory corruption}}, or, more rarely, when the player has no Pokémon in their [[party|team]]. Glitch battles have a lot of very unpredictable effects, such as corruption of [[Hall of Fame]] data, but almost all of them eventually cause the game to freeze.
Glitch battles most frequently follow a constant string of events:
# The screen tiles get scrambled. However, this does not always happen.
# The game refreshes the corrupted values and makes changes visible.
# Music usually fades to a single sound or is replaced with a static or low pitch noise, or even the low [[HP]] beeping loop starts playing for no reason.
# The game may try operating solely on the corrupted values.
# Eventually, the game crashes in its confusion.
=== Glitch song ===
{{main|Glitch song}}
A '''glitch song''' is a continuous sound produced by a glitch Pokémon, glitch text strings or the game freezing. Glitch songs may take on a melodic or a chaotic tune. Certain glitch songs can result in a game freeze, while others just force the player to reset the game.
A glitch song can be triggered by:
* A glitch Pokémon's [[cry]], e.g. [[♀ .]]
** If it is a chaotic song, it may play even for half an hour.
* Viewing sprites of certain glitch Pokémon.
* Game crashes, such as going out of bounds in [[Pallet Town]] in {{game3|Red and Green|Pokémon Green|s}}.
* Parts of glitch dialogue.
== Generation I only ==
=== Glitch screen ===
{{main|Glitch screen}}
A '''glitch screen''' is an overlay of color over a Pokémon's sprite and the immediate surrounding area. These can only be noticed when playing the games on a [[Game Boy Color]] because of the [[Super Game Boy]]'s inability to replace the color white, and the [[Game Boy]]'s screen being able to only show the colors black and white.
<gallery caption="Glitch screens">
File:RBGlitchDexD6.png|The red-tint glitch screen recolors already colored pixels red.
File:YGlitchDexE2.png|The purple-tint glitch screen recolors all pixels a dark purple hue.
File:YGlitchDexC4.png|The purple glitch screen recolors all non-black pixels purple.
File:Yellow Hex E1 Effects.png|The glitch screens also affect the battle menu.
File:9494hblackout.png|The [[Black out|blackout]] glitch screen recolors already colored pixels black.
</gallery>
=== TMTRAINER effect ===
{{main|TMTRAINER effect}}
The '''TMTRAINER effect''' is the common name for glitch effects associated with the {{m|--}} move and most {{m|Super Glitch}} moves occupying hexadecimal identifiers between A6 to C3, which translate to [[index number]]s between 166 and 195.
The most common occurence of this effect follows this pattern:
# The opponent is {{status|burn}}ed.
# The music fades, then it usually plays a sound effect once fully faded.
# Presuming that all pre-battle processes were running as they should've been, using a move or item results in displaying the text that the opponent Pokémon is {{status|freeze|frozen solid}}, but a glitch dialogue (which often takes a lot of space) and ''TMTRAINER'' appear before the species name.
# Then, the same text is displayed, except that it's about the Pokémon being burned.
# The enemy Pokémon's health bar will wrap several times across the screen and will slowly deplete. The enemy Pokémon may faint after this.
If the {{player}} is fighting a {{pkmn|Trainer}}, the opponent will send out the Pokémon that was in battle before the glitch was activated. In {{game|Red and Blue|s}}, unless the battle occured in a cave, the game will freeze upon finishing the battle. In {{game|Yellow}}, the TMTRAINER effect does not crash the game, but when the player returns to the overworld, the sprite graphics will become scrambled.
=== Inverted sprites ===
{{main|Inverted sprites}}
'''Inverted sprites''' are the result of encountering certain glitch Pokémon or viewing their [[summary|stats]].
When entering battle, the player's sprite is broken and partially reversed, and the opponent's sprite is simply reversed. The player Pokémon's sprite is broken. Once that Pokémon uses an attack, the enemy's sprite breaks as well.
To fix this glitch, one must look at the Pokédex entry or the summary screen of a non-glitch Pokémon.
<gallery caption="Example">
File:InvertedSprites1.png|The battle starts. {{ga|Red}} and {{p|Rattata}}'s sprites are reversed.
File:InvertedSprites2.png|{{p|Rhydon}}'s sprite is already broken upon entering battle.
File:InvertedSprites3.png|Rhydon attacked Rattata, and its sprite broke as well.
</gallery>
== Generation II only ==
=== Glitch dimension ===
[[File:Glitch dimension Ho-Oh.png|thumb|{{p|Ho-Oh}} in a clear glitch dimension]]
{{main|Glitch dimension}}
A '''glitch dimension''' is a glitch that affects the game's visuals. The game alters all the colors on the screen. This makes it possible to go through pitch-black caves like the [[Dark Cave]] without using Flash. All fade-in and fade-out animations are disabled.
It can be caused by [[Coin Case glitches]] or viewing [[????? (Gold/Silver FE)|????? (FE)]]'s Pokédex entry in {{game3|Gold and Silver|Gold or Silver|s}}.
<gallery caption="????? (FE){{sup/2|GS}}'s Pokédex entry">
File:GSGlitchDexFE_Page1.png|What shows while the game is reloading
File:GSGlitchDexFE_Page2.png|The game's title screen afterwards
</gallery>


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