List of glitches (Generation I): Difference between revisions

Added details about withdrawing 'M (00) at level 0.
(This section previously did not actually explain the effects of the glitch and was named after only one of those three effects.)
(Added details about withdrawing 'M (00) at level 0.)
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In [[Cerulean Gym]], the [[water tile]]s have [[wild Pokémon]] data programmed in, which allows players to [[Fishing|fish]] {{OBP|Pokémon|species}}. This oversight was corrected in {{game|Yellow}}. The bug then returned in {{game|Gold and Silver|s}} but it was fixed once more in {{game|Crystal}}.
In [[Cerulean Gym]], the [[water tile]]s have [[wild Pokémon]] data programmed in, which allows players to [[Fishing|fish]] {{OBP|Pokémon|species}}. This oversight was corrected in {{game|Yellow}}. The bug then returned in {{game|Gold and Silver|s}} but it was fixed once more in {{game|Crystal}}.


[[Lorelei]]'s room in [[Indigo Plateau]] also has this issue, which was too fixed in Yellow.
[[Lorelei]]'s room in [[Indigo Plateau]] also has this issue, which was fixed in Yellow as well.


====Invisible PC access====
====Invisible PC access====
Celadon Hotel is based on 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.
[[Celadon Hotel]] is based on the layout 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 not normally accessible, 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.
There are also invisible PCs in the same position (accessible by facing up with the coordinates x=13, y=4 xblock=1, yblock=0) in [[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 not normally accessible, so memory hacking must be done. [[Arbitrary code execution]] exploits [http://glitchcity.info/wiki/index.php/Invisible_PCs written using the 8F item] can allow these extra PCs to be accessible without cheating.


All known invisible PCs do not exist in {{game|Yellow}}.
All known invisible PCs do not exist in {{game|Yellow}}.
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===English versions only===
===English versions only===
====Item duplication====
====Fight Safari Zone Pokémon trick====
{{main|Item duplication glitch}}
{{main|Fight Safari Zone Pokémon trick}}


====Old man glitch====
====Old man glitch====
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{{Youtubevid|THTEoXhPFRk|channel/UCZz2ixp-5T6VeAPtAMQ5v5Q|name=ChickasaurusGL|Red|Green}}
{{Youtubevid|THTEoXhPFRk|channel/UCZz2ixp-5T6VeAPtAMQ5v5Q|name=ChickasaurusGL|Red|Green}}
====Dokokashira door glitch====
{{main|Dokokashira door glitch}}


====Empty Pokémon List====
====Empty Pokémon List====
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{{Youtubevid|FnCTzpgozTU|channel/UCZz2ixp-5T6VeAPtAMQ5v5Q|name=ChickasaurusGL|Red|Green}}
{{Youtubevid|FnCTzpgozTU|channel/UCZz2ixp-5T6VeAPtAMQ5v5Q|name=ChickasaurusGL|Red|Green}}


====Second type glitch====
====Select glitches====
{{main|Select glitches}}
 
=====Dokokashira door glitch=====
{{main|Dokokashira door glitch}}
 
=====Second type glitch=====
{{main|Second type glitch}}
{{main|Second type glitch}}


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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.
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.
All glitch items are available with the [[item 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.
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.
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===Cable Club escape===
===Cable Club escape===
{{main|Cable Club escape glitch}}
{{main|Cable Club escape glitch}}
===Catch rate errors===
{{main|Catch rate}}
There are two minor bugs in the [[catch rate]] formula, both due to programming oversights.
The [[Great Ball]] is given an independent value of 8 compared to the values of the other [[Poké Ball]]s being 12 when calculating Steps 5-7. 
Due to an issue with Step 6, a Pokémon with 1 HP left has the same chance of being caught as the same Pokémon with ⅓ of its total HP remaining.  If a Great Ball is used, then it has the same chance at any point with ½ of its remain HP or less, due to the oversight above.


===Changing NPC sprites===
===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. This is due to the fact that the game haven't loaded the sprite graphic correctly.
When the walking 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. This is due to the fact that the game haven't loaded the sprite graphic correctly.


===Counter glitches===
===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 successfully 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.
{{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 successfully 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.
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 Pokémon 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|channel/UCQcizw_rc-q55lmwU3w6-wA|name=Crystal_|Normal|Fighting}}
{{Youtubevid|ftTalHMjPRY|channel/UCQcizw_rc-q55lmwU3w6-wA|name=Crystal_|Normal|Fighting}}
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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...".
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...".
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}}.
This glitch does not occur in {{eng|Pokémon Stadium}}.
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===Exp. All oversight===
{{main|Experience#Apparent Exp. All programming error in Generation I}}
If the player has an [[Exp. All]] in their bag and uses two or more Pokémon from their party in battle, then the total amount of experience gained overall will be decreased depending on the amount of Pokémon used.  <!-- Does using the full party ignore this glitch?  -->
===Experience PC withdrawing glitch===
In Generation I, attempting to withdraw a level 1 Pokémon using the "[[Experience#Medium Slow|Medium Slow]]" growth algorithm will [[freeze]] 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.
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.
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 to 125, depending on the exact Level of the Pokémon deposited.  A Pokémon in the "Medium-Slow" growth algorithm that is withdrawn between 238 to 255 will become a Pokémon with a level between 39 to 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>


===Experience underflow===
===Experience underflow===
{{main|Experience#Experience underflow glitch}}
{{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.
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|channel/UCJ8cXwiP6PH57Ya1i4WKIlg|name=LunarRay|Glitch}}
{{Youtubevid|EtkRiiwD0jc|channel/UCJ8cXwiP6PH57Ya1i4WKIlg|name=LunarRay|Glitch}}
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===Hyper Beam + Sleep move glitch===
===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 ({{status|paralysis}}, {{status|burn}}, {{status|poison}}, or {{status|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}}.
If a Pokémon 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 ({{status|paralysis}}, {{status|burn}}, {{status|poison}}, or {{status|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}}.


Furthermore, if the Pokémon was badly poisoned (by {{m|Toxic}}), [[#Toxic counter glitches|the Toxic counter will not be reset]].
Furthermore, if the Pokémon was badly poisoned (by {{m|Toxic}}), [[#Toxic counter glitches|the Toxic counter will not be reset]].
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===Invisible Prof. Oak===
===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.
If the player attempts to leave too many times when choosing their first Pokémon 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.


{{Youtubevid|v643yIvK6pM|channel/UCEMkwecMv0-PvQFMB1swUAA|name=BungiePhantom|Glitch}}
{{Youtubevid|v643yIvK6pM|channel/UCEMkwecMv0-PvQFMB1swUAA|name=BungiePhantom|Glitch}}
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{{Youtubevid|bNzDmXbZ7kY|channel/UCZz2ixp-5T6VeAPtAMQ5v5Q|name=ChickasaurusGL|Ground}}
{{Youtubevid|bNzDmXbZ7kY|channel/UCZz2ixp-5T6VeAPtAMQ5v5Q|name=ChickasaurusGL|Ground}}
===Item duplication glitch===
{{main|Item duplication glitch}}<!-- Not R/B exclusive; happens in Yellow too if a stable Missingno. is encountered via Ditto glitch -->
===Item underflow glitch===
{{main|Item underflow}}


===Landing on an NPC===
===Landing on an NPC===
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===Perpetual spinning animation===
===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.
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 Fuchsia 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|channel/UCEMkwecMv0-PvQFMB1swUAA|name=BungiePhantom|Glitch}}
{{Youtubevid|UhTQfoug8GU|channel/UCEMkwecMv0-PvQFMB1swUAA|name=BungiePhantom|Glitch}}
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===Psywave infinite loop===
===Psywave infinite loop===
If a level 0, 1 or 171 Pokémon uses {{m|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.
If a level 0, 1 or 171 Pokémon uses {{m|Psywave}}, the game will continuously generate pseudo-random numbers, [[softlock|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.
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.
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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.  
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===Stat modification errors===
===Stat modification errors===
Every time a Pokemon successfully uses a move that affects a stat stage (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:
Every time a Pokémon successfully uses a move that affects a stat stage (either raising for example with {{m|Double Team}}, or lowering it for example with {{m|Screech}}) of any of the two Pokémon in battle, the following happens:
* The stat in question is recalculated from its out-of-battle stat and stat stage.
* The stat in question is recalculated from its out-of-battle stat and stat stage.
* If the target was the player's Pokémon, [[badge]] boosts are applied to all of its stats, boosting them by 1/8.
* If the target was the player's Pokémon, [[badge]] boosts are applied to all of its stats (if the player has the corresponding badge), boosting them by 1/8.
* If the Pokemon whose turn it is not is paralyzed, its current Speed stat gets quartered.
* If the Pokémon whose turn it is not is paralyzed, its current Speed stat gets quartered.
* If the Pokemon whose turn it is not is burned, its current Attack stat gets halved.
* If the Pokémon whose turn it is not is burned, its current Attack stat gets halved.


This leads to three notably glitchy stat-related effects:
This leads to three notably glitchy stat-related effects:
* Whenever one of the player's Pokémon's stat stages is modified, all of its other stats receive a badge boost (being multiplied by 1.125), even though they were already boosted. (The affected stat is recalculated correctly.) This effect can stack until a stat reaches the maximum of 999.
* Whenever one of the player's Pokémon's stat stages is modified, all of its other badge-boosted stats are multiplied by 1.125 again, even though they were already boosted. (The affected stat is recalculated correctly.) This effect can stack until a stat reaches the maximum of 999.
* When a Pokémon is burned or paralyzed, the Attack/Speed drop from the status will be applied again whenever one of its opponent's stat stages is modified. This will similarly stack until the stat in question has dropped to the minimum of 1.
* When a Pokémon is burned or paralyzed, the Attack/Speed drop from the status will be applied again whenever its opponent uses a move that modifies stat stages (either raising its own or lowering the enemy's). This will similarly stack until the stat in question has dropped to the minimum of 1.
* When a burned or paralyzed Pokémon raises its Attack or Speed stat respectively with moves such as Swords Dance or Agility, the stat is recalculated in accordance with the boosted stat stage, but the status drop is not applied to it afterwards (since it's erroneously applied to the wrong Pokémon), effectively nullifying its effects.
* When a burned or paralyzed Pokémon raises its Attack or Speed stat respectively with moves such as Swords Dance or Agility, the stat is recalculated in accordance with the boosted stat stage, but the status drop is not applied to it afterwards (since it's erroneously applied to the wrong Pokémon), effectively nullifying its effects.


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{{Youtubevid|I8AzgGoJbTs|channel/UCZz2ixp-5T6VeAPtAMQ5v5Q|name=ChickasaurusGL|Normal}}
{{Youtubevid|I8AzgGoJbTs|channel/UCZz2ixp-5T6VeAPtAMQ5v5Q|name=ChickasaurusGL|Normal}}
===Substitute HP drain bug===
In Western {{3v2|Red|Blue|Yellow}}, {{stat|HP}}-draining [[move]]s are supposed to miss against a {{m|substitute}} like in the Japanese versions, {{pkmn|Stadium}}, {{3v2|Gold|Silver|Crystal}} but instead hit the substitute due to a programming oversight.
{{Youtubevid|Rrn4rtQXYQ0|channel/UCZz2ixp-5T6VeAPtAMQ5v5Q|name=ChickasaurusGL|Normal}}


===Substitute sprite vanishing===
===Substitute sprite vanishing===
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===Substitute + Confusion glitch===
===Substitute + Confusion glitch===
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.
If a Pokémon 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 Pokémon.


{{Youtubevid|jw24URgBi5o|channel/UCQcizw_rc-q55lmwU3w6-wA|name=Crystal_|Psychic}}
{{Youtubevid|jw24URgBi5o|channel/UCQcizw_rc-q55lmwU3w6-wA|name=Crystal_|Psychic}}
===Super Glitch===
{{main|Super Glitch}}


===S.S. Anne reboarding===
===S.S. Anne reboarding===
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==Glitches involving communication with the Generation II games==
==Glitches involving communication with the Generation II games==
===Johto guard bypassing===
===Time Capsule exploit===
{{main|Johto guard glitch}}
{{main|Time Capsule exploit}}


===Shiny Ditto DV manipulation===
===Shiny Ditto DV manipulation===
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