List of glitches (Generation I): Difference between revisions

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This is a '''list of glitches''' that occur in the [[Generation I]] [[core series]] [[Pokémon games]].
{{Incomplete|article|Loads of missing newly discovered glitches}}


==Japanese Red, Green, and Blue==
This is a '''list of glitches in the [[Generation I]] [[Pokémon games]]'''. It applies to both the original [[Game Boy]] and the [[Nintendo 3DS|3DS]] [[Virtual Console]] releases unless otherwise noted.
'''NOTE:''' The following [[glitch]]es affect all versions of {{game|Red and Green|s}} (1.0 and 1.1) unless noted otherwise.


===Dokokashira door glitch===
Some glitches are found on separate pages:
{{main|Dokokashira door glitch}}
 
===Empty party menu===
If the {{player}} withdraws the {{DL|Potion|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 any''{{sup/1|RB}}/''a''{{sup/1|Y}} ''POKéMON!''" (Japanese: '''ポケモンが 1ぴきも いない!''').
 
{{youtubevid|rbJCEt6HKhM|LunarRay|glitch}}
 
===Full box glitch===
If the player has six Pokémon in their party and a full box 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 {{p|Weedle}}. The game will try to use the Poké Ball again infinitely afterwards, and every attempt results in this message. This forces the player to either reset the game or turn the power off.
 
This glitch was fixed in the Japanese version of {{game|Yellow}} and in the localizations.
 
{{youtubevid|FnCTzpgozTU|ChickasaurusGL|glitch}}
 
===Overworld sprite misplacement===
If the player does not have the {{key|I|Secret Key}} to the [[Cinnabar Gym]], and {{m|surf}}s 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 {{rt|17|Kanto|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 {{game|Red and Blue|s}}, such as the Spanish version, and in all releases of {{game|Yellow}}.
 
{{youtubevid|FYMjkCueKlo|Blaziken257|glitch}}
 
===Second type glitch===
{{main|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 [[item]]s. 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 {{game|Blue| (Japanese)}} but the effects differ from {{game|Red and Green|s}}.
 
{{youtubevid|fMf7_85ifc8|ChickasaurusGL|glitch}}
 
==In all Japanese games==
===Prevented progress===
If the player has at least two {{OBP|Pokémon|species}} registered as caught in the [[Pokédex]] before obtaining it from {{prof|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 {{game|Red and Green|s|Red, Green}} (1.0 and 1.1), {{game|Blue| (Japanese)|Blue}}, and {{v2|Yellow}} (1.0 to 1.3). The glitch is fixed in the international releases of {{game|Red and Blue|s}}, but remained in the international releases of {{game|Yellow}}.
 
{{youtubevid|OS-v0tGk90g|ChickasaurusGL|glitch}}
{{youtubevid|SUwgscpzsbE|Sato|glitch}}
 
In the Japanese Pokémon Yellow, it is also possible to perform this glitch by exploiting the [[:#Save corruption|save corruption]] glitch.
 
{{youtubevid|U05icPzktes|ChickasaurusGL|glitch}}
 
==International Red and Blue==
===Evolutionary stone bypassing===
{{GlitchResearch|Glitch Pokémon which evolve by items}}
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]]<!--which ones?--> with unusual evolutionary flags may evolve this way according to the game 'after exposure to an item', which is not necessarily an evolutionary stone.
 
{| style="margin:auto; background: #fff; {{roundy}} border: 5px solid #333399"
|-
! style="background: #333399; color:white; {{roundytl|5px}}" | Pokémon
! style="background: #333399; color:white; {{roundytr|5px}}" | {{color2|FFF|Evolutionary stone|Stone}}
|- style="background: #D8D8F2;"
| {{p|Exeggutor}}
| {{evostone|Moon Stone}}
|- style="background: #E5F2D8;"
| [[Missingno.]]{{tt|*|decimal index number 32}}
| {{evostone|Fire Stone}}
|- style="background: #D8D8F2;"
| {{p|Psyduck}}
| {{evostone|Leaf Stone}}
|- style="background: #E5F2D8;"
| {{p|Growlithe}}
| {{evostone|Thunderstone}}
|- style="background: #D8D8F2;"
| {{p|Onix}}
| {{evostone|Water Stone}}
|}
{{-}}
{{youtubevid|C3H-zaU6GPs|Wooggle|glitch}}
 
===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 [[Kanto Safari Zone|Safari Zone]] rest houses 2, 3 and 4 ([[List of locations by index number (Generation I)|maps 223-225]]), but these positions are out of bounds; so memory hacking must be done. The extra PCs are accessible without cheating though, as [http://glitchcity.info/wiki/index.php/Invisible_PCs an 8F code] has been written.
 
All known invisible PCs do not exist in {{game|Yellow}}.
 
{{youtubevid|odGZR7nKjnA|Gligar13Vids|glitch}}
 
Extra invisible PCs:
{{youtubevid|bGN01mU5as0|ChickasaurusGL|glitch}}
 
===Item duplication===
{{main|Item duplication glitch}}
 
===Lift Key overworld misplacement===
[[File:RB Lift Key Glitch.png|thumb|right|256px|The Lift Key glitch]]
In the [[Rocket Hideout]], if the player is standing to the left of the {{tc|Team Rocket Grunt}} who has the {{key|III|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 {{game|Yellow}} due to the Grunt automatically dropping the Lift Key as soon as he is defeated.
 
{{youtubevid|ykjE6rKWSug|Wooggle|glitch}}


===Oak Poké Ball delivery text overlapping===
* [[List of battle glitches (Generation I)]]
If the {{player}} has no new {{OBP|Pokémon|species}} registered as caught in the [[Pokédex]] (by only having the [[starter Pokémon]]) and/or no [[Poké Ball]]s in his [[Bag]] (this includes buying/finding/obtaining any and then selling/tossing/[[PC|depositing]] them) after defeating the {{ga|Blue|rival}} on {{rt|22|Kanto}}, {{prof|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.
* [[List of overworld glitches (Generation I)]]


This [[glitch]] occurs in all localizations of {{game|Red and Blue|s}} and in the European localizations of {{game|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.
==Gameplay-affecting glitches==
 
===Pokémon Red, Green, Blue, and Yellow===
{{youtubevid|vQWNsHGAmy8|Sato|glitch}}
 
===Old man glitch===
{{main|Old man glitch}}
 
===Overworld sprite misplacement===
See [[:#Overworld sprite misplacement|above]].
 
===Pewter Gym skipping===
{{main|Pewter Gym skip glitch}}
 
===Walking with only fainted Pokémon===
If the player has some [[Fainting|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 {{game|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 {{ga|Red's Pikachu|Pikachu}}'s friendship value, such as using a {{DL|Potion||healing item}} at full {{stat|HP}}.
 
This glitch was fixed in [[Generation II]].
 
{{youtubevid|UCKFCI9m4PE|ChickasaurusGL|glitch}}
 
===Oak Poké Ball delivery text overlapping===
See [[:#Oak Poké Ball delivery text overlapping|above]].
 
===Pikachu off-screen glitches===
With a certain [[Glitch City]] such as {{rt|20|Kanto|Sea Route 20}}'s Safari Zone exit Glitch City, or the {{DL|Glitch|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 [http://www.youtube.com/watch?v=w4Yr2Nz4rFU 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.
 
{{youtubevid|l7FBp1BOEM0|ChickasaurusGL|Electric}}
 
===Prevented progress===
See [[:#Prevented progress|above]].
 
==In all games==
{{incomplete|section|cf. English and other localizations with the original Japanese releases}}
{{incomplete|section|cf. English and other localizations with the original Japanese releases}}
'''NOTE:''' The following [[glitch]]es affect all versions of {{game|Red and Green|s}} (1.0 and 1.1) and of Japanese {{game|Yellow}} (1.0 to 1.3) unless noted otherwise.
'''NOTE:''' The following [[glitch]]es affect all [[Game Boy]] versions of {{game|Red and Green|s}} (1.0 and 1.1) and of Japanese {{game|Yellow}} (1.0 to 1.3) unless noted otherwise.
 
===--===
{{main|-- (move)}}
If a {{p|Ditto}} transforms into another Pokémon and then switches around the copied moves with the '''SELECT''' button, after the battle the Ditto will not have {{m|Transform}} and will instead have {{m|--}}.
 
{{youtubevid|hzY0nFn_8SE|Wooggle|glitch}}
 
===0 ERROR glitch===
{{main|0 ERROR}}
A glitch similar to the [[Mew glitch]] that causes {{rt|6|Kanto}} 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.
 
{{youtubevid|HDWoG2BCGbU|ChickasaurusGL|glitch}}
 
===Bide errors===
The stored damage from {{m|Bide}} can hit (but not always) a Pokémon under the invulnerable stage of {{m|Fly}} or {{m|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 {{m|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.
 
{{youtubevid|mpHw7CPQdQY|ChickasaurusGL|Flying|Ground}}
 
===Burn and paralysis stat penalties stacking===
Every time a Pokemon successfully uses a move that affects a stat (either raising for example with {{m|Double Team}}, or lowering it for example with {{m|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.
 
{{youtubevid|GlhsYKeUt-w|Crystal_|Fire|Electric}}
 
===Cable Club escape===
{{main|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 {{rt|12|Kanto}} and walk through the side of the gate rather than actually going into the gate. Once this has been done, every [[Non-player character|NPC]] will have the same sprite as the player. Encountering a [[wild Pokémon]] fixes the sprites.
 
===Counter glitches===
{{m|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.
 
{{youtubevid|ftTalHMjPRY|Crystal_|Normal|Fighting}}


===Critical hit ratio error===
====Experience PC withdrawing glitch====
{{m|Focus Energy}} and [[Dire Hit]]s are intended to quadruple the {{DL|Damage modification|critical hit}} rate, but due to a glitch, they will quarter the chance of scoring a critical hit. This was fixed in {{g|Stadium}}.
In Generation I, attempting to withdraw a level 1 Pokémon using the "[[Experience#Medium Slow|Medium Slow]]" growth algorithm will {{DL|Game freeze|Softlocking|softlock}} the game. This also applies to Pokémon using the "[[Experience#Medium Fast|Medium Fast]]" growth algorithm for Level 255, "[[Experience#Fast|Fast]]" for Level 255, and "[[Experience#Slow|Slow]]" for Level 237.


===Cut glitch===
Certain glitch Pokémon use [http://forums.glitchcity.info/index.php?topic=6588.0 invalid growth algorithms] and have the game freeze when they are withdrawn at specific levels as well. For example, in {{game|Red and Blue|s}}, [['M (00)]] uses an invalid experience curve 26 and the game will freeze if the player attempts to withdraw a level 0 'M (00). Level 0 'M can be found with the [[old man glitch]] if the player does not pick a preset name.
The '''Cut glitch''' can refer to two different glitches in [[Generation I]] involving the move {{m|Cut}}.


====Invisible tree====
Additionally, if a Pokémon in the "Medium-Slow" growth algorithm is withdrawn between Levels 245 to 255, it will become a Pokémon with a level between 59 and 125, depending on the exact Level of the Pokémon deposited. A Pokémon in the "Slow" growth algorithm that is withdrawn between 238 and 255 will become a Pokémon with a level between 39 and 146. A Pokémon withdrawn in this manner will have its stats recalculated, which may lead to it having more HP than its maximum HP.<ref>[https://docs.google.com/spreadsheets/d/1NFojS1JlAGvfBlqfLJyGwUO3iZCG5UQvItr7xrHup8U/edit?pli=1&pageId=109668335590823221919#gid=1302000118 Full Exp Data by Dabomstew - Google Sheets]</ref><ref>[https://www.youtube.com/watch?v=3TDXWL093AI&lc=z12zhldxszrqstl0b23hixpjll33sfpyl04 TPM mart buffer overflow glitch - "Catch 'em all" glitch (Generation I) by ChickasaurusGL on Youtube]</ref>
There is a tree near the bottom of {{rt|14|Kanto}}. 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 {{m|Cut}}.


====Standing on a tree====
====Hall of Fame corruption====
[[File:Cut glitch.png|thumb|right|{{ga|Red}} standing on top of the tree outside [[Vermilion Gym]]]]
[[File:Halloffameglitches.png|thumb|160px|Some corrupted Hall of Fame entries]]
In [[Generation I]], if the player {{m|cut}}s down a tree, stands on the spot where the object was, [[Saving|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.
{{main|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, and is caused by the contents of the sprite decompression buffer that is stored in SRAM overflowing into memory allocated for save data when a glitch Pokémon's sprite is decompressed.
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 {{rt|17|Kanto|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.
 
{{youtubevid|OCyYJHf-apw|Wooggle|glitch}}
 
===Ditto assumption===
In Generation {{gen|I}} and {{gen|II}}, any Pokémon that uses {{m|Transform}} is regarded as a {{p|Ditto}} in its new form; this means that if the player catches a {{p|Mew}} or a [[glitch Pokémon]] which has used the move Transform, or a Pokémon which has used Transform via {{m|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.
 
===Division by 0===
During damage calculation, the game will eventually attempt to divide by 0 in the following two cases:
 
The attacker's current Attack/Special stat is higher than 255 and the defender's current Defense/Special stat is lower than 4.
 
{{youtubevid|V6iUlyS8GMU|Crystal_|glitch}}
 
The defender's current Defense/Special stat is 512 or 513 and the defender has used {{m|Reflect}}/{{m|Light Screen}}. In addition, if its current Defense/Special stat is 514 or higher when {{m|Reflect}}/{{m|Light Screen}} is up, it will be treated as if it was much lower due to a roll-over glitch.
 
{{youtubevid|fVtO_DKxIsI|Crystal_|glitch}}
 
===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, {{type|Grass}} moves do neutral damage to {{p|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 {{eng|Pokémon Stadium}}.
 
{{youtubevid|yP6EhW2r57A|Wooggle|???}}
 
If an attack is super effective or not very effective against one type and does no damage against another type (for example, {{m|Dig}} against {{p|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.
 
{| style="margin:auto; background: #{{unknown color light}}; {{roundy|1em}}; border: 5px solid #{{unknown color}};"
|-
|
{| border=1 width="100%" style="margin:auto; text-align:center; background: #FFFFFF; border:1px solid #{{unknown color light}}; border-collapse:collapse;"
|-
! Attacking type
! Effectiveness
! Defending type
|-
{{typetable|Dragon}}
| 2×
{{typetable|Dragon}}
|-
{{typetable|Ice}}
| 2×
{{typetable|Dragon}}
|-
{{typetable|Grass}}
| ½×
{{typetable|Dragon}}
|-
{{typetable|Electric}}
| ½×
{{typetable|Dragon}}
|-
{{typetable|Water}}
| ½×
{{typetable|Dragon}}
|-
{{typetable|Fire}}
| ½×
{{typetable|Dragon}}
|-
{{typetable|Ghost}}
| 0×
{{typetable|Psychic}}
|-
{{typetable|Ghost}}
| 0×
{{typetable|Normal}}
|-
{{typetable|Rock}}
| 2×
{{typetable|Ice}}
|-
{{typetable|Rock}}
| 2×
{{typetable|Bug}}
|-
{{typetable|Rock}}
| 2×
{{typetable|Flying}}
|-
{{typetable|Rock}}
| ½×
{{typetable|Ground}}
|-
{{typetable|Rock}}
| ½×
{{typetable|Fighting}}
|-
{{typetable|Rock}}
| 2×
{{typetable|Fire}}
|-
{{typetable|Bug}}
| 2×
{{typetable|Poison}}
|-
{{typetable|Bug}}
| ½×
{{typetable|Ghost}}
|-
{{typetable|Bug}}
| 2×
{{typetable|Psychic}}
|-
{{typetable|Bug}}
| ½×
{{typetable|Flying}}
|-
{{typetable|Bug}}
| ½×
{{typetable|Fighting}}
|-
{{typetable|Bug}}
| 2×
{{typetable|Grass}}
|-
{{typetable|Bug}}
| ½×
{{typetable|Fire}}
|-
{{typetable|Psychic}}
| 2×
{{typetable|Poison}}
|-
{{typetable|Psychic}}
| 2×
{{typetable|Fighting}}
|-
{{typetable|Flying}}
| ½×
{{typetable|Rock}}
|-
{{typetable|Flying}}
| 2×
{{typetable|Grass}}
|-
{{typetable|Flying}}
| 2×
{{typetable|Bug}}
|-
{{typetable|Flying}}
| 2×
{{typetable|Fighting}}
|-
{{typetable|Flying}}
| ½×
{{typetable|Electric}}
|-
{{typetable|Ground}}
| 2×
{{typetable|Poison}}
|-
{{typetable|Ground}}
| 2×
{{typetable|Rock}}
|-
{{typetable|Ground}}
| ½×
{{typetable|Bug}}
|-
{{typetable|Ground}}
| ½×
{{typetable|Grass}}
|-
{{typetable|Ground}}
| 2×
{{typetable|Electric}}
|-
{{typetable|Ground}}
| 2×
{{typetable|Fire}}
|-
{{typetable|Poison}}
| ½×
{{typetable|Ghost}}
|-
{{typetable|Poison}}
| ½×
{{typetable|Rock}}
|-
{{typetable|Poison}}
| 2×
{{typetable|Bug}}
|-
{{typetable|Poison}}
| ½×
{{typetable|Ground}}
|-
{{typetable|Poison}}
| ½×
{{typetable|Poison}}
|-
{{typetable|Poison}}
| 2×
{{typetable|Grass}}
|-
{{typetable|Fighting}}
| 0×
{{typetable|Ghost}}
|-
{{typetable|Fighting}}
| 2×
{{typetable|Ice}}
|-
{{typetable|Fighting}}
| 2×
{{typetable|Rock}}
|-
{{typetable|Fighting}}
| ½×
{{typetable|Bug}}
|-
{{typetable|Fighting}}
| ½×
{{typetable|Psychic}}
|-
{{typetable|Fighting}}
| ½×
{{typetable|Flying}}
|-
{{typetable|Fighting}}
| ½×
{{typetable|Poison}}
|-
{{typetable|Fighting}}
| 2×
{{typetable|Normal}}
|-
{{typetable|Ice}}
| 2×
{{typetable|Flying}}
|-
{{typetable|Ice}}
| 2×
{{typetable|Ground}}
|-
{{typetable|Ice}}
| 2×
{{typetable|Grass}}
|-
{{typetable|Ice}}
| ½×
{{typetable|Water}}
|-
{{typetable|Grass}}
| ½×
{{typetable|Flying}}
|-
{{typetable|Grass}}
| 2×
{{typetable|Rock}}
|-
{{typetable|Grass}}
| ½×
{{typetable|Poison}}
|-
{{typetable|Grass}}
| ½×
{{typetable|Flying}}
|-
{{typetable|Grass}}
| 2×
{{typetable|Ground}}
|-
{{typetable|Electric}}
| 2×
{{typetable|Flying}}
|-
{{typetable|Electric}}
| 0×
{{typetable|Ground}}
|-
{{typetable|Water}}
| 2×
{{typetable|Ground}}
|-
{{typetable|Fire}}
| ½×
{{typetable|Rock}}
|-
{{typetable|Fire}}
| 2×
{{typetable|Bug}}
|-
{{typetable|Ghost}}
| 2×
{{typetable|Ghost}}
|-
{{typetable|Normal}}
| 0×
{{typetable|Ghost}}
|-
{{typetable|Normal}}
| ½×
{{typetable|Rock}}
|-
{{typetable|Electric}}
| ½×
{{typetable|Grass}}
|-
{{typetable|Water}}
| ½×
{{typetable|Grass}}
|-
{{typetable|Grass}}
| ½×
{{typetable|Fire}}
|-
{{typetable|Fire}}
| ½×
{{typetable|Water}}
|-
{{typetable|Psychic}}
| ½×
{{typetable|Psychic}}
|-
{{typetable|Grass}}
| ½×
{{typetable|Grass}}
|-
{{typetable|Ice}}
| ½×
{{typetable|Ice}}
|-
{{typetable|Electric}}
| ½×
{{typetable|Electric}}
|-
{{typetable|Fire}}
| ½×
{{typetable|Fire}}
|-
{{typetable|Water}}
| ½×
{{typetable|Water}}
|-
{{typetable|Ground}}
| 0×
{{typetable|Flying}}
|-
{{typetable|Water}}
| 2×
{{typetable|Rock}}
|-
{{typetable|Electric}}
| 2×
{{typetable|Water}}
|-
{{typetable|Grass}}
| 2×
{{typetable|Water}}
|-
{{typetable|Fire}}
| 2×
{{typetable|Ice}}
|-
{{typetable|Fire}}
| 2×
{{typetable|Grass}}
|-
{{typetable|Water}}
| 2×
{{typetable|Fire}}
|}
|}
 
===Experience underflow===
{{main|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 {{tt|low amount|less than 54 if total experience is 0}} of experience points.
 
{{youtubevid|EtkRiiwD0jc|LunarRay|glitch}}
 
===Gate access restriction===
Certain [[gate]]s<!--which ones?--> 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.
 
{{youtubevid|BA_bo-c0wuA|iamchazzi|glitch}}
 
===Ghost identity unveiling===
When encountering a {{OBP|Ghost|literal|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 [[Pokémon battle|fight]] or catch it.
 
{{youtubevid|UMIowBT4Fck|Wooggle|Ghost}}
 
===Ghost Marowak bypassing===
Using a [[Poké Doll]] on the {{OBP|Marowak|ghost|ghost Marowak}} in [[Pokémon Tower]] with or without the [[Silph Scope]] will cause it to permanently disappear.
 
{{youtubevid|p_muMF45X-4|Wooggle|Ghost}}
 
===Glitch City===
{{main|Glitch City}}
 
===Hall of Fame corruption===
[[File:Halloffameglitches.png|thumb|right|160px|Some corrupted Hall of Fame entries]]
{{main|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 {{m|Haze}} is used to thaw a frozen Pokémon when it still needs to recharge from {{m|Hyper Beam}}, the Pokémon will thaw out but it will be unable to make a move until it faints even if a {{t|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).
{{youtubevid|FjZreYA2m_w|ChickasaurusGL|glitch}}
===HP recovery move failure===
If a Pokémon uses {{m|Softboiled}}, {{m|Rest}} or {{m|Recover}} and the difference between its current HP and maximum HP is 255 or 511, the move will fail. This glitch does not occur in Pokémon Stadium.
{{youtubevid|sqkBby1HlmY|ChickasaurusGL|HP}}
===Hyper Beam + Sleep move glitch===
If a Pokemon that has just used {{m|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 {{m|Swift}}.
{{youtubevid|x2AgAdQwyGI|Crystal_|glitch}}


===Index #000 post-capture===
====Item duplication glitch====
In [[Generation I]], if the player manages to capture an [['M (00)]], an invisible wild {{p|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.
{{main|Item duplication glitch}}<!-- Not R/B exclusive; happens in Yellow too if a stable MissingNo. is encountered via Ditto glitch -->


===Invisible Prof. Oak===
====Item underflow glitch====
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.
{{main|Item underflow}}


{{youtubevid|v643yIvK6pM|BungiePhantom|glitch}}
====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 Candy|Rare Candies]] up to level 255. If a Rare Candy is used on 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.


===Invulnerability glitch===
In Generation II, if a Pokémon levels "down" to 100 in battle, it will attempt to learn all of its level-up moves between levels 1 and 100 (other than moves it already knows).
In [[Generation I]], if a Pokémon is fully {{status|Paralysis|paralysed}} or hurts itself in {{status|confusion}} while in the semi-invulnerable stage of {{m|Fly}} or {{m|Dig}}, all moves (with the exception of {{m|Swift}}, {{m|Transform}} and possibly the unleashed damage from {{m|Bide}}) from the opponent will miss or fail until the user switches Pokémon, finishes the battle or successfully performs a {{cat|Moves with a charging turn|charging move}} (specifically, Fly, Dig, {{m|Razor Wind}}, {{m|Skull Bash}}, and {{m|Solar Beam}}). The user's Pokémon can attack normally during this glitch.


This glitch was fixed in {{g|Stadium}}.
{{Youtubevid|Gws8iOPuj-k|channel/UCgA3xOk7QY4MOYhc7EBFe0g|name=Wooggle|Glitch}}


{{youtubevid|bNzDmXbZ7kY|ChickasaurusGL|glitch}}
====Pokémon merging====
 
===Landing on a NPC===
If the player lures an NPC below a ledge that can be jumped over, it is possible to land on top of the NPC.
 
{{youtubevid|ztlm3AuPBBI|ChickasaurusGL|glitch}}
 
===Leech Seed and Toxic damage stacking===
If the target of {{m|Leech Seed}} is also under the effect of {{m|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 {{stat|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.
 
{{youtubevid|bNjEFgsIIIY|ChickasaurusGL|Poison|Grass}}
 
===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 {{p|Pidgey}} earned enough experience points for defeating a single Pokémon to reach level 6, it will not learn {{m|Sand-Attack}}, a move it would normally learn at level 5.
 
{{youtubevid|Fvn7xHxb6BU|Wooggle|glitch}}
 
===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. If a Pokémon above level 100 levels up due to [[experience]], its level will be reset to 100.
 
{{youtubevid|Gws8iOPuj-k|Wooggle|glitch}}
 
===Menu glitch===
If the player holds A when the game is saving, the menu won't disappear until player stops holding A.
 
{{youtubevid|iF1ik0TDCeI|LunarRay|glitch}}
 
===Mew glitch===
{{main|Mew glitch}}
 
===Mirror Move glitch===
During a Link Battle, if {{m|Mirror Move}} and a {{cat|Moves that partially trap|partial-trapping moves}} such as {{m|Wrap}} or {{m|Fire Spin}} are used together, a [[Game Sync|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.
 
{{youtubevid|O8GMyy7x3WE&NR|SloshedMail|glitch}}
 
===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.
 
{{youtubevid|EuD_Q8MhhxE|Wooggle|glitch}}
 
===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.
 
{{youtubevid|UhTQfoug8GU|BungiePhantom|glitch}}
 
===Pokémon merging===
{{main|Pokémon merge glitch}}
{{main|Pokémon merge glitch}}


===Pokémon Storage System cloning===
====Pokémon Storage System cloning====
{{main|Cloning glitches#Storage system method}}
{{main|Cloning glitches#Storage system method}}


===Pokémon Storage System full-party deposit===
====Pokémon Storage System healthy party deposit====
It is possible for the player to deposit all Pokémon except [[fainting|fainted]] ones and a [[black out]] will occur but only after four steps in the same session. In {{2v2|Red|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 {{game|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.
It is possible for the player to deposit all Pokémon except [[Fainting|fainted]] ones and a [[black out]] will occur but only after four steps in the same session. In {{2v2|Red|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 {{game|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.
 
{{youtubevid|b4syMSxrkbI|Wooggle|glitch}}


===Rematching Trainers===
{{Youtubevid|b4syMSxrkbI|channel/UCgA3xOk7QY4MOYhc7EBFe0g|name=Wooggle|HP}}
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 {{status|poison}}ed Pokémon or both. They must be inside a [[cave]], e.g. [[Mt. Moon]] or {{ka|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===
====Rhydon glitch====
{{main|Rhydon glitch}}
{{main|Rhydon glitch}}


===Save corruption===
====Save corruption====
In {{3v2|Red|Blue|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.
In {{3v2|Red|Blue|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.
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 [[Power Points|PP]] and with a nickname and OT of many repeating "9"s. Pokémon past number six do not have all of these properties.
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.
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 first 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.
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.
The Pokémon in the 10th slot will change to a different glitch Pokémon as the player walks around to different areas, making it theroetically possible to obtain every Glitch Pokémon in the game.


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.
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])<ref>[http://forums.glitchcity.info/index.php/topic,6472.msg187703.html#msg187703 Glitch City Laboratories - Pokémon Yellow "Save Abuse" Glitch thread - post by Torchickens].</ref>
Memory address = [First item position address -1] + [Cursor position] + ([Cursor position -1])<ref>[http://forums.glitchcity.info/index.php/topic,6472.msg187703.html#msg187703 Glitch City Laboratories - Pokémon Yellow "Save Abuse" Glitch thread - post by Torchickens].</ref>


The item address that follows an item is displayed as a quantity.  
The item address that follows an item is displayed as a quantity.


====Beating the game quickly====
=====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:
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:


Line 733: Line 83:
As the [[List of locations by index number (Generation I)|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.
As the [[List of locations by index number (Generation I)|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.


{{youtubevid|OyhEKG_g53o|Scykoh|glitch}}
{{Youtubevid|OyhEKG_g53o|channel/UClgilE1XxsorM1iX9YtS4FA|name=Scykoh|Glitch}}


====In Japanese versions====
=====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.
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.


{{youtubevid|U05icPzktes|ChickasaurusGL|glitch}}
{{Youtubevid|U05icPzktes|channel/UCZz2ixp-5T6VeAPtAMQ5v5Q|name=ChickasaurusGL|Glitch}}
 
====Save data carryover====
Using a procedure similar to the save corruption glitch, it's possible to begin a new save file, but having the party Pokémon from the previous save file. With an already existing save file, player must start a new game then save to overwrite the previous save, but turn off the game or reset shortly after the Yes/No box disappears. The exact timing is a difficult two frame window, doing it too early corrupts the previous save file and doing it too late completely overwrites the previous save file.


===Save reset oversight===
If successful, the player will begin the new save data while having the party Pokémon from the previous save file in their party. This glitch can be used at the beginning of the game to obtain all three first partner Pokémon without trading.
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 <sc>Surf</sc>ing!''" message to appear when trying to use {{m|Surf}} (using the {{DL|List of unobtainable items|?????}} "Surfboard" item doesn't cause this message to appear).


If the player's current save is on {{rt|16|Kanto}}, {{rt|17|Kanto}} or {{rt|18|Kanto}} (Cycling Road), the WRAM address D732 (D731 in {{game|Yellow}}) is normally set to 21h (5th bit is on).
{{Youtubevid|LbBDINWHe2Y|name=johnr754 R.|channel/UC0ytGvIfz85oowf0UOa31CA|Glitch}}


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).
====Trade cloning====
{{main|Cloning glitches#Trading method}}


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 {{m|Surf}}.
===Pokémon Red, Green, and Blue (Japanese)===
'''NOTE:''' The following [[glitch]]es affect all [[Game Boy]] versions of {{game|Red and Green|s}} (1.0 and 1.1) unless noted otherwise.


The glitch can be fixed by performing any one of these actions:
====Empty Pokémon List====
If the player withdraws the [[Potion]] from the PC at the very start of their adventure (meaning before they receive their [[first partner Pokémon]]) and then attempts using it, an empty [[Party|Pokémon List]] 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 any''{{sup/1|RB}}/''a''{{sup/1|Y}} ''POKéMON!''" (Japanese: '''ポケモンが 1ぴきも いない!''').


* Using {{m|Dig}}, {{m|Teleport}}, {{m|Fly}}, or an [[Escape Rope]]
{{Youtubevid|rbJCEt6HKhM|channel/UCJ8cXwiP6PH57Ya1i4WKIlg|name=LunarRay|Red|Green}}
* 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. <ref>[http://forums.glitchcity.info/index.php/topic,6706.msg190402.html#msg190402 Glitch City Laboratories forums - "Pokemon Red/Blue Bicycle Glitch, newly discovered?" thread, post by VAAMusicalMike]</ref>
====Full Box glitch====
If the player has six Pokémon in their party and their current [[Pokémon Storage System]] Box is full before watching the {{ka|old man}}'s catching demonstration, the game will state that the box is full when the old man tries to capture the {{p|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 Pokémon, even though it's actually the [[old man]], the game produces a "temporary" Pokémon to hold, and if the catching demonstration ends, that caught Pokémon is deleted.


Another version of this glitch can (but not always) appear when performing the Fossil conversion glitch in the Japanese {{3v2|Red|Green|Blue}}. <ref>[http://forums.glitchcity.info/index.php/topic,6621.msg190080.html Glitch City Laboratories forums - "An addendum to the Fossil conversion glitch" thread, post by Torchickens]</ref> Unlike the "New Game" version, entering and leaving Cycling Road doesn't fix the glitch.
This glitch was fixed in the Japanese version of {{game|Yellow}} and in the localizations.


{{youtubevid|YXa96wnSIOQ|ChickasaurusGL|glitch}}
{{Youtubevid|FnCTzpgozTU|channel/UCZz2ixp-5T6VeAPtAMQ5v5Q|name=ChickasaurusGL|Red|Green}}


===Silent Indigo Plateau===
====Select glitches====
In the battle against {{ga|Blue}} at [[Indigo Plateau]], if the player [[Evolution|evolves]] a Pokémon in battle and defeats Blue, the music will be muted until [[Professor Oak]] comes to congratulate the player.
{{main|Select glitches}}


{{youtubevid|KxMstD8iWNM|ChickasaurusGL|glitch}}
=====Dokokashira door glitch=====
{{main|Dokokashira door glitch}}


===Sprite corruption===
=====Second type glitch=====
[[File:Sprite glitch.png|thumb|right|The sprite corruption as seen in [[Generation I]] games]]
{{main|Second type glitch}}
The '''sprite corruption glitch''' is a [[glitch]] that alters the appearance of the {{wp|Sprite (computer graphics)|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. 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.
===Pokémon Yellow===
'''NOTE:''' The following [[glitch]]es affect all [[Game Boy]] versions of Japanese {{game|Yellow}} (1.0 to 1.3) unless noted otherwise.


In other generations, it may occur when a [[Cheating|cheating device]] is used.
====Friendship item effect====
{{-}}
This causes a no-effect [[item]] to still increase {{OBP|Pikachu|Yellow}}'s friendship value. For example, attempting to use a [[Potion]] on a Pikachu that has [[fainting|fainted]] or has full health, an [[Antidote]] when Pikachu is not {{status|poison}}ed, [[Calcium]] when Pikachu has already has at least 25600 {{DL|Stat|Special}} [[stat experience]], or [[X Special]] when the Special stat has already been {{DL|Stat#Stat modifiers|raised 6 stages}} in battle. This does not consume the item, so the same item can repeatedly increase Pikachu's friendship.  
===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 [[Saving|save]]d 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 {{m|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.
This glitch was fixed in [[Generation II]].


{{youtubevid|W_aI_AVwJMQ|Wooggle|Water}}
{{Youtubevid|UCKFCI9m4PE|channel/UCZz2ixp-5T6VeAPtAMQ5v5Q|name=ChickasaurusGL|Electric}}


===Statue fishing===
===Time Capsule glitches===
The player can use [[Surf]] or a [[Fishing|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.
These glitches involve communication with [[Generation II]] games.


{{youtubevid|BgcDXeDaw0M|Wooggle|Water}}
====Time Capsule exploit====
{{main|Time Capsule exploit}}


===Struggle bypassing===
====Trade evolution learnset oversight====
In Generation I, {{m|Struggle|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 {{status|Freeze|defrosted}}, or due to a handful of moves' effects ({{m|Bind}}, {{m|Clamp}}, {{m|Fire Spin}}, {{m|Hyper Beam}}, {{m|Metronome}}, {{m|Mimic}}, and {{m|Wrap}}) because of the auto-selection involved with {{cat|moves that partially trap|partial-trapping moves}}. A move used with 0 {{PP}} in this way would {{wp|arithmetic underflow|underflow}} to the maximum possible value, 63 PP, and, due to the way the data is structured, a move that 0 [[PP Up]]s 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.
[[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 that move to become a glitch move.


{{youtubevid|I8AzgGoJbTs|ChickasaurusGL|glitch}}
For example, trading a level {{#switch:{{#expr:{{#time:U}} mod 3}}|0=34 {{p|Graveler}}|1=34 {{p|Machoke}}|2=31 {{p|Kadabra}}}} from {{game3|Red and Blue|Pokémon Red|s}} to {{game3|Gold and Silver|Pokémon Gold|s}} will make the {{#switch:{{#expr:{{#time:U}} mod 3}}|0=Graveler|1=Machoke|2=Kadabra}} evolve into {{#switch:{{#expr:{{#time:U}} mod 3}}|0={{p|Golem}}|1={{p|Machamp}}|2={{p|Alakazam}}}}. Since it is level {{#switch:{{#expr:{{#time:U}} mod 3}}|0=34|1=34|2=31}}, it will learn {{#switch:{{#expr:{{#time:U}} mod 3}}|0={{m|Rollout}}|1={{m|Vital Throw}}|2={{m|Future Sight}}}}. 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 it will become {{#switch:{{#expr:{{#time:U}} mod 3}}|0={{m|TM05}}|1={{m|TM33}}|2={{m|TM48}}}}.


===Substitute sprite vanishing===
===Poké Transporter and Pokémon Bank glitches===
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.
====Pokémon Bank hex:FF glitch Pokémon glitch====
{{GlitchResearch|Test other glitch Pokémon. Check if there are other ways to prepare the box.}}
If a player attempts to transfer a Box 1 that has one Pokémon, an [['M (00)]] or [[3TrainerPoké $]] and eighteen Pokémon (in that order) through Poké Transporter and a 3DS Virtual Console versions of Red, Blue and Yellow, the Generation I game will be left with one [['M (FF)]] or [[Q ◣]] which is an [[unstable hybrid Pokémon]] of 'M (00) or 3TrainerPoké $ with a blank OT, ID of 00000 and no moves.


{{youtubevid|lr05doU5oAQ|ChickasaurusGL|glitch}}
This Pokémon can be used for the [[Pokémon merge glitch]] unless stabilized through Day Care back into 'M (00) or 3TrainerPoké $.


===Substitute + Confusion glitch===
==Audio quirks==
If a Pokemon with a Substitute up hurts itself due to confusion, or due to {{m|Jump Kick}}'s or {{m|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.
These are audio quirks that generally do not affect gameplay.


{{youtubevid|jw24URgBi5o|Crystal_|glitch}}
===Pokémon Red, Green, and Blue===
====New-game Nidorino cry oversight====
During the [[new game]] tutorial, the game shows {{p|Nidorino}}'s sprite but plays {{p|Nidorina}}'s [[cry]].
{{youtubevid|wvuiZ9s5J6k|pandakekok}}


===Surfing Pikachu vanishing===
==Graphical quirks==
If the player uses Pikachu to surf (this was intended to be possible), when the player gets back on land Pikachu will disappear.
These are graphical quirks that generally do not affect gameplay.


===S.S. Anne reboarding===
===Pokémon Red, Green, Blue, and Yellow===
[[File:Pokemon Red Reboard SS Anne.png|thumb|right|The player surfing on top of the sailor]]
====Menu glitch====
After the [[S.S. Anne]] leaves the dock for the first time, it's possible to make it reappear earlier. 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 {{m|Surf}}, thus making the player surf on top of the sailor. Then, after walking down to the harbor, the boat can be entered.
If the player holds A when the game is saving, the menu won't disappear until player stops holding A.
{{-}}
{{youtubevid|W_aI_AVwJMQ|Wooggle|Water}}


===Trade cloning===
{{Youtubevid|iF1ik0TDCeI|channel/UCJ8cXwiP6PH57Ya1i4WKIlg|name=LunarRay|Glitch}}
{{main|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.


{{youtubevid|fQF5Z5znLnc|ChickasaurusGL|glitch}}
====Red's transparent white pixels====
[[File:Red Pidgeotto intro merge.png|thumb|left|{{p|Pidgeotto}} behind {{ga|Red}}, with Red's white pixels treated as transparent]]
[[File:Red Magikarp intro slow.png|thumb|Slow motion animation of {{p|Magikarp}} moving behing {{ga|Red}}]]
In {{game|Red and Blue|s}}'s [[game intro|title screen]], {{ga|Red}}'s white pixels are treated as transparent.


===Walking through an NPC===
This glitch is visible once a Pokémon quickly moves to the left and passes behind Red. At this point, the Pokémon will be visible through Red's white pixels. This includes the white portions of his hat, sleeves, eyes, face, pants, shoes, and gloves.
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.
{{-}}


{{youtubevid|vfK_v_qu380|Wooggle|glitch}}
====Town Map selection oversight====
In this generation, if a player currently on {{rt|1|Kanto}} opens the Town Map, pressing up at first will apparently do nothing, as the selection will go from Route 1 (the current place) to Route 1 again. This is based on the fact that no matter where the player is, pressing up will initially move the cursor to Route 1. Therefore, the player will need to press up twice to select the next place, which is [[Viridian City]].


===Walking through walls===
Similarly, if the player is currently in the {{ka|Power Plant}}, pressing down at first will apparently do nothing; they will need to press down twice to select the previous place, which is [[Indigo Plateau]].
To walk through walls, the player must first get a {{status|poison}}ed Pokémon and deposit all other Pokémon in the PC. Then, they need to go to the {{safari|Kanto}} and pay {{Pokedollar}}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 [[Pokemon Center]] they have visited and can now walk through walls.


{{youtubevid|Nfumn28lC0M|Wooggle|glitch}}
====Trade menu palette glitch====
If the player sees the data of any Pokémon, the trade menu palette will change its colors depending on the color of the Pokémon and the HP it has at the moment. This bug was fixed in Pokémon Yellow.


===ZZAZZ===
{{Youtubevid|Qsj8olzUqZc|channel/UCCheenv4-UJG9zDa_3kFBNw|name=LanceAndMissingNo.|Electric}}
{{main|ZZAZZ glitch}}


==Glitches involving communication with the Generation II games==
===Pokémon Red and Blue (English)===
===Johto guard bypassing===
====Instant Text trick====
{{main|Johto guard glitch}}
If the player goes into the Cerulean City Bike Shop without a bike voucher and cancels out exiting the shopping menu of the bike shop, the game never resets a text based flag. Instead of the game showing all the text character by character, it will instead now show all text on screen instantly. Going back to the shop later and buying the bike will reset the flag.


===Shiny Ditto DV manipulation===
===Pokémon Blue===
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 {{p|Ditto}} transform into that Pokémon, then catching and trading the Ditto into a Generation II game, the Ditto will be Shiny.
====Purple Jigglypuff oversight====
{{youtubevid|8Lb5pq0y6h8|v0id19|glitch}}
In both the [[Pokémon Blue Version (Japanese)|Japanese]] and [[Pokémon Red and Blue Versions|English]] versions of Pokémon Blue, Jigglypuff appears purple instead of pink when battling {{p|Gengar}} in the [[game intro]] if this game is played in [[Color palette (Generations I–II)|color]].


===Trade evolution learnset oversight===
In [[Pokémon battle]]s and the [[summary]] screen, Jigglypuff uses the [[List of Pokémon by color palette (Generation I)#Pink palette|pink Pokémon palette]] while Gengar uses the [[List of Pokémon by color palette (Generation I)#Purple palette|purple Pokémon palette]]. However, they both share the purple palette in this game intro cutscene.
[[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 {{p|Graveler}} from {{game3|Red and Blue|Pokémon Red|s}} to {{game3|Gold and Silver|Pokémon Gold|s}} will make the Graveler evolve into {{p|Golem}}. Since it is level 34, it will learn {{m|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 {{m|TM05}}.
This is a leftover from the earlier Japanese games {{game|Red and Green|s}}, when two purple Pokémon battled instead: Gengar vs. {{p|Nidorino}} (which is also seen in the international versions of Pokémon Red).


==References==
==References==
Line 850: Line 206:


[[Category:Glitches by game]]
[[Category:Glitches by game]]
[[Category:Lists]]


[[de:Bugs in der ersten Generation]]
[[de:Bugs in der ersten Generation]]
[[es:Lista de glitches de la primera generación]]
[[fr:Liste des bugs de la première génération]]
[[it:Elenco glitch in prima generazione]]
[[ja:裏技・バグ一覧 (第一世代)]]
[[zh:游戏漏洞(第一世代)]]
[[zh:游戏漏洞(第一世代)]]

Latest revision as of 15:06, 22 May 2024

050Diglett.png This article is incomplete.
Please feel free to edit this article to add missing information and complete it.
Reason: Loads of missing newly discovered glitches

This is a list of glitches in the Generation I Pokémon games. It applies to both the original Game Boy and the 3DS Virtual Console releases unless otherwise noted.

Some glitches are found on separate pages:

Gameplay-affecting glitches

Pokémon Red, Green, Blue, and Yellow

  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 Game Boy versions of Pokémon Red and Green (1.0 and 1.1) and of Japanese Pokémon Yellow (1.0 to 1.3) unless noted otherwise.

Experience PC withdrawing glitch

In Generation I, attempting to withdraw a level 1 Pokémon using the "Medium Slow" growth algorithm will softlock the game. This also applies to Pokémon using the "Medium Fast" growth algorithm for Level 255, "Fast" for Level 255, and "Slow" for Level 237.

Certain glitch Pokémon use invalid growth algorithms and have the game freeze when they are withdrawn at specific levels as well. For example, in Pokémon Red and Blue, 'M (00) uses an invalid experience curve 26 and the game will freeze if the player attempts to withdraw a level 0 'M (00). Level 0 'M can be found with the old man glitch if the player does not pick a preset name.

Additionally, if a Pokémon in the "Medium-Slow" growth algorithm is withdrawn between Levels 245 to 255, it will become a Pokémon with a level between 59 and 125, depending on the exact Level of the Pokémon deposited. A Pokémon in the "Slow" growth algorithm that is withdrawn between 238 and 255 will become a Pokémon with a level between 39 and 146. A Pokémon withdrawn in this manner will have its stats recalculated, which may lead to it having more HP than its maximum HP.[1][2]

Hall of Fame corruption

 
Some corrupted Hall of Fame entries
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, and is caused by the contents of the sprite decompression buffer that is stored in SRAM overflowing into memory allocated for save data when a glitch Pokémon's sprite is decompressed.

Item duplication glitch

Main article: Item duplication glitch

Item underflow glitch

Main article: Item underflow

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 used on 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.

In Generation II, if a Pokémon levels "down" to 100 in battle, it will attempt to learn all of its level-up moves between levels 1 and 100 (other than moves it already knows).

By Wooggle
This video is not available on Bulbapedia; instead, you can watch the video on YouTube here.


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.

By Wooggle
This video is not available on Bulbapedia; instead, you can watch the video on YouTube here.


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 first 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.

The Pokémon in the 10th slot will change to a different glitch Pokémon as the player walks around to different areas, making it theroetically possible to obtain every Glitch Pokémon in the game.

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 position] + ([Cursor position -1])[3]

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.

By Scykoh
This video is not available on Bulbapedia; instead, you can watch the video on YouTube here.


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.

By ChickasaurusGL
This video is not available on Bulbapedia; instead, you can watch the video on YouTube here.


Save data carryover

Using a procedure similar to the save corruption glitch, it's possible to begin a new save file, but having the party Pokémon from the previous save file. With an already existing save file, player must start a new game then save to overwrite the previous save, but turn off the game or reset shortly after the Yes/No box disappears. The exact timing is a difficult two frame window, doing it too early corrupts the previous save file and doing it too late completely overwrites the previous save file.

If successful, the player will begin the new save data while having the party Pokémon from the previous save file in their party. This glitch can be used at the beginning of the game to obtain all three first partner Pokémon without trading.

By johnr754 R.
This video is not available on Bulbapedia; instead, you can watch the video on YouTube here.


Trade cloning

Main article: Cloning glitches#Trading method

Pokémon Red, Green, and Blue (Japanese)

NOTE: The following glitches affect all Game Boy versions of Pokémon Red and Green (1.0 and 1.1) unless noted otherwise.

Empty Pokémon List

If the player withdraws the Potion from the PC at the very start of their adventure (meaning before they receive their first partner Pokémon) and then attempts using it, an empty Pokémon List 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!).

By LunarRay
This video is not available on Bulbapedia; instead, you can watch the video on YouTube here.


Full Box glitch

If the player has six Pokémon in their party and their current Pokémon Storage System Box is full 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 Pokémon, even though it's actually the old man, the game produces a "temporary" Pokémon to hold, and if the catching demonstration ends, that caught Pokémon is deleted.

This glitch was fixed in the Japanese version of Pokémon Yellow and in the localizations.

By ChickasaurusGL
This video is not available on Bulbapedia; instead, you can watch the video on YouTube here.


Select glitches

Main article: Select glitches
Dokokashira door glitch
Main article: Dokokashira door glitch
Second type glitch
Main article: Second type glitch

Pokémon Yellow

NOTE: The following glitches affect all Game Boy versions of Japanese Pokémon Yellow (1.0 to 1.3) unless noted otherwise.

Friendship item effect

This causes a no-effect item to still increase Pikachu's friendship value. For example, attempting to use a Potion on a Pikachu that has fainted or has full health, an Antidote when Pikachu is not poisoned, Calcium when Pikachu has already has at least 25600 Special stat experience, or X Special when the Special stat has already been raised 6 stages in battle. This does not consume the item, so the same item can repeatedly increase Pikachu's friendship.

This glitch was fixed in Generation II.

By ChickasaurusGL
This video is not available on Bulbapedia; instead, you can watch the video on YouTube here.


Time Capsule glitches

These glitches involve communication with Generation II games.

Time Capsule exploit

Main article: Time Capsule exploit

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 that move to become a glitch move.

For example, trading a level 34 Machoke from Pokémon Red to Pokémon Gold will make the Machoke evolve into Machamp. Since it is level 34, it will learn Vital Throw. 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 it will become TM33.

Poké Transporter and Pokémon Bank glitches

Pokémon Bank hex:FF glitch Pokémon glitch

  This glitch is in need of research.
Reason: Test other glitch Pokémon. Check if there are other ways to prepare the box.
You can discuss this on the talk page.

If a player attempts to transfer a Box 1 that has one Pokémon, an 'M (00) or 3TrainerPoké $ and eighteen Pokémon (in that order) through Poké Transporter and a 3DS Virtual Console versions of Red, Blue and Yellow, the Generation I game will be left with one 'M (FF) or Q ◣ which is an unstable hybrid Pokémon of 'M (00) or 3TrainerPoké $ with a blank OT, ID of 00000 and no moves.

This Pokémon can be used for the Pokémon merge glitch unless stabilized through Day Care back into 'M (00) or 3TrainerPoké $.

Audio quirks

These are audio quirks that generally do not affect gameplay.

Pokémon Red, Green, and Blue

New-game Nidorino cry oversight

During the new game tutorial, the game shows Nidorino's sprite but plays Nidorina's cry.

By pandakekok
This video is not available on Bulbapedia; instead, you can watch the video on YouTube here.


Graphical quirks

These are graphical quirks that generally do not affect gameplay.

Pokémon Red, Green, Blue, and Yellow

Menu glitch

If the player holds A when the game is saving, the menu won't disappear until player stops holding A.

By LunarRay
This video is not available on Bulbapedia; instead, you can watch the video on YouTube here.


Red's transparent white pixels

 
Pidgeotto behind Red, with Red's white pixels treated as transparent
 
Slow motion animation of Magikarp moving behing Red

In Pokémon Red and Blue's title screen, Red's white pixels are treated as transparent.

This glitch is visible once a Pokémon quickly moves to the left and passes behind Red. At this point, the Pokémon will be visible through Red's white pixels. This includes the white portions of his hat, sleeves, eyes, face, pants, shoes, and gloves.

Town Map selection oversight

In this generation, if a player currently on Route 1 opens the Town Map, pressing up at first will apparently do nothing, as the selection will go from Route 1 (the current place) to Route 1 again. This is based on the fact that no matter where the player is, pressing up will initially move the cursor to Route 1. Therefore, the player will need to press up twice to select the next place, which is Viridian City.

Similarly, if the player is currently in the Power Plant, pressing down at first will apparently do nothing; they will need to press down twice to select the previous place, which is Indigo Plateau.

Trade menu palette glitch

If the player sees the data of any Pokémon, the trade menu palette will change its colors depending on the color of the Pokémon and the HP it has at the moment. This bug was fixed in Pokémon Yellow.

By LanceAndMissingNo.
This video is not available on Bulbapedia; instead, you can watch the video on YouTube here.


Pokémon Red and Blue (English)

Instant Text trick

If the player goes into the Cerulean City Bike Shop without a bike voucher and cancels out exiting the shopping menu of the bike shop, the game never resets a text based flag. Instead of the game showing all the text character by character, it will instead now show all text on screen instantly. Going back to the shop later and buying the bike will reset the flag.

Pokémon Blue

Purple Jigglypuff oversight

In both the Japanese and English versions of Pokémon Blue, Jigglypuff appears purple instead of pink when battling Gengar in the game intro if this game is played in color.

In Pokémon battles and the summary screen, Jigglypuff uses the pink Pokémon palette while Gengar uses the purple Pokémon palette. However, they both share the purple palette in this game intro cutscene.

This is a leftover from the earlier Japanese games Pokémon Red and Green, when two purple Pokémon battled instead: Gengar vs. Nidorino (which is also seen in the international versions of Pokémon Red).

References



Multiple
generations
Transform glitchesGlitch TrainersCloning glitchesError messagesArbitrary code execution
Generation I GlitchesBattle glitchesOverworld glitches
--0 ERRORBroken hidden itemsCable Club escape glitchDual-type damage misinformation
Experience underflow glitchFight Safari Zone Pokémon trickGlitch CityItem duplication glitchItem underflow
Mew glitchOld man glitchPewter Gym skip glitchPokémon merge glitchRhydon glitchRival twins glitch
Select glitches (dokokashira door glitch, second type glitch) • Super Glitch
Time Capsule exploitWalking through wallsZZAZZ glitch
Generation II GlitchesBattle glitches
Bug-Catching Contest glitchCelebi Egg glitchCoin Case glitchesExperience underflow glitch
Glitch dimensionGlitch EggTeru-samaTime Capsule exploitTrainer House glitchesGS Ball mail glitch
Generation III GlitchesBattle glitchesOverworld glitches
Berry glitchDive glitchPomeg glitchGlitzer Popping
Generation IV GlitchesBattle glitchesOverworld glitches
Acid rainGTS glitchesPomeg glitchRage glitch
Surf glitchTweakingPal Park Retire glitch
Generation V GlitchesBattle glitchesOverworld glitches
Charge Beam additional effect chance glitchCharge move replacement glitchChoice item lock glitch
Frozen Zoroark glitchSky Drop glitch
Generation VI GlitchesBattle glitchesOverworld glitches
Charge Beam additional effect chance glitchCharge move replacement glitchChoice item lock glitch
Lumiose City save glitchSymbiosis Eject Button glitchToxic sure-hit glitch
Generation VII GlitchesBattle glitches
Charge Beam additional effect chance glitchCharge move replacement glitchChoice item lock glitch
Toxic sure-hit glitchRollout storage glitch
Generation VIII Glitches
Charge Beam additional effect chance glitchCharge move replacement glitchChoice item lock glitch
Toxic sure-hit glitchRollout storage glitchParty item offset glitch
Generation IX Glitches
Glitch effects Game freezeGlitch battleGlitch song
Gen I only: Glitch screenTMTRAINER effectInverted sprite
Gen II only: Glitch dimension
Lists Glitches (GOMystery DungeonTCG GBSpin-off)
Glitch Pokémon (Gen IGen IIGen IIIGen IVGen VGen VIGen VIIGen VIII)
Glitch moves (Gen I) • Glitch types (Gen IGen II)


  This glitch Pokémon article is part of Project GlitchDex, a Bulbapedia project that aims to write comprehensive articles on glitches in the Pokémon games.