Mew glitch: Difference between revisions

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==Explanation==
==Explanation==
===Trainer-Fly glitch===
===Trainer-Fly glitch===
The Mew glitch works by exploiting a separate glitch called the Trainer-Fly glitch.  The Trainer-Fly glitch is caused by encountering a Trainer that can battle the player at any point in the Trainer's line of sight and escaping from them.  These Trainers are nicknamed "Long-Range Trainers" due to the long distance that they can spot the player being defined as the maximum allowed by the game and will spot the player the moment that they appear on screen in the Trainer's line of sight.  When the game draws any NPC on the screen, that NPC is first placed in their default direction (south) for one frame, before being updated to face their correct direction. For Long-Range Trainers, this causes their line of sight to point south for the first frame, before correcting to their intended direction. For that first frame, the player can still bring up the start menu and use any [[Field move]] or items from their bag.  If the player uses {{m|Fly}} or a similar move or item, then the player will be spotted by the Long-Range Trainer before the player flies away from them.  This causes the game to believe that the player is starting a battle when they are actually not, causing various values to be read improperly and creating the core of the glitch. Specifically, the map script of the route the player left is set to a value where the game is constantly trying to display pre-battle text and start a battle.
The Mew glitch works by exploiting a separate glitch called the Trainer-Fly glitch.  The Trainer-Fly glitch is caused by encountering a Trainer that can battle the player at any point in the Trainer's line of sight and escape from them.  These Trainers are nicknamed "Long-Range Trainers" due to the long distance that they can spot the player being defined as the maximum allowed by the game and will spot the player the moment that they appear on screen in the Trainer's line of sight.  When the game draws any NPC on the screen, that NPC is first placed in their default direction (south) for one frame, before being updated to face their correct direction. For Long-Range Trainers, this causes their line of sight to point south for the first frame, before correcting to their intended direction. For that first frame, the player can still bring up the start menu and use any [[Field move]] or items from their bag.  If the player uses {{m|Fly}} or a similar move or item, then the player will be spotted by the Long-Range Trainer before the player flies away from them.  This causes the game to believe that the player is starting a battle when they are not, causing various values to be read improperly and creating the core of the glitch. Specifically, the map script of the route the player left is set to a value where the game is constantly trying to display pre-battle text and start a battle.


The player must then battle a Trainer (not just a wild Pokémon, as this does not properly reset the values set upon flying away from the trainer to ones that do not cause issues) in between the escape and the final encounter, otherwise no encounter will appear. This is because the game requires the value that contains the ID of the enemy trainer in the overworld or the unmodified special stat of the enemy Pokémon to not be 0 if it is to start a battle, and at this point the game is in a state where the start menu is disabled and the A and B buttons only work for using the PC, making it impossible to talk to anyone or use moves outside of battle. Additionally, this Trainer must walk up to the player (have at least 1 tile in between the player and trainer); they cannot be talked to directly or walked immediately in front of to initiate the battle, or the game will {{DL|Game freeze|Softlocking|softlock}}.  This is because the game is in a state where it is waiting for the trainer that is currently being engaged to finish moving so it can display their text and start the battle.  If there is no space for the sprite to walk up to, then the game gets stuck in a loop that prevents the battle from occurring and the player from regaining control.
The player must then battle a Trainer (not just a wild Pokémon, as this does not properly reset the values set upon flying away from the trainer to ones that do not cause issues) in between the escape and the final encounter, otherwise no encounter will appear. This is because the game requires the value that contains the ID of the enemy trainer in the overworld or the unmodified special stat of the enemy Pokémon to not be 0 if it is to start a battle, and at this point the game is in a state where the start menu is disabled and the A and B buttons only work for using the PC, making it impossible to talk to anyone or use moves outside of battle. Additionally, this Trainer must walk up to the player (have at least 1 tile in between the player and trainer); they cannot be talked to directly or walked immediately in front of to initiate the battle, or the game will {{DL|Game freeze|Softlocking|softlock}}.  This is because the game is in a state where it is waiting for the trainer that is currently being engaged to finish moving so it can display their text and start the battle.  If there is no space for the sprite to walk up to, then the game gets stuck in a loop that prevents the battle from occurring and the player from regaining control.


Afterwards, the player will regain full control and be able to access the menu at will.  Should the player return to the same location or floor as the Long-Range Trainer, the game will go to display the pre-battle text and start the battle. This pre-battle text is text using the textbox ID of the most recently seen textbox, which if doing a textbook Mew glitch is the start menu seen when the player goes to Fly to Lavender Town to go back to Route 8, resulting the Start menu popping up on its own; this is good, as the Start menu is always safe to have pop up this way. After closing the menu, the game will immediately start a battle due to the game being in a state where it is constantly attempting to display enemy trainer text and start a battle, and ends up generating a battle with a wild Pokémon based on the Special stat of the Pokémon last battled and at a level based on the attack stage modifier of the Pokémon last battled. Note that if the Special stat of the Pokémon last battled happened to be in between 200 and 255, the player will instead encounter an enemy trainer, as trainer IDs are stored on the same table as Pokémon IDs. This trainer will have a roster based on the attack stage modifier of the Pokémon last battled. Avoid fighting Pokémon with a Special stat of over 248 without a lookup table of trainer IDs to avoid fighting [[ZZAZZ glitch]] trainers, as they corrupt the game.
Afterward, the player will regain full control and be able to access the menu at will.  Should the player return to the same location or floor as the Long-Range Trainer, the game will display the pre-battle text and start the battle. This pre-battle text is text using the textbox ID of the most recently seen textbox, which if doing a textbook Mew glitch is the start menu seen when the player goes to Fly to Lavender Town to go back to Route 8, resulting in the Start menu popping up on its own; this is good, as the Start menu is always safe to have pop up this way. After closing the menu, the game will immediately start a battle due to the game being in a state where it is constantly attempting to display enemy trainer text and start a battle, and ends up generating a battle with a wild Pokémon based on the Special stat of the Pokémon last battled and at a level based on the attack stage modifier of the Pokémon last battled. Note that if the Special stat of the Pokémon last battled happened to be between 200 and 255, the player will instead encounter an enemy trainer, as trainer IDs are stored on the same table as Pokémon IDs. This trainer will have a roster based on the attack stage modifier of the Pokémon last battled. Avoid fighting Pokémon with a Special stat of over 248 without a lookup table of trainer IDs to avoid fighting [[ZZAZZ glitch]] trainers, as they corrupt the game.


For the Mew Glitch, the reason why Mew specifically appears at the end is based on the relationship between its [[index number]], which is 21, and the {{stat|Special}} stat of the Pokémon last battled. In both of the above cases, the Youngster's level 17 Slowpoke and the Swimmer's level 16 {{p|Shellder}}, the last Pokémon in their respective parties, have a Special stat of 21.  
For the Mew Glitch, the reason why Mew specifically appears at the end is based on the relationship between its [[index number]], which is 21, and the {{stat|Special}} stat of the Pokémon last battled. In both of the above cases, the Youngster's level 17 Slowpoke and the Swimmer's level 16 {{p|Shellder}}, the last Pokémon in their respective parties, have a Special stat of 21.  
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==Methods==
==Methods==
===Method #1===
===Method #1===
The first documented and most commonly known method to perform the Mew glitch involves the {{tc|PI|Gambler}} on {{rt|8|Kanto}}, who is facing north towards the {{OBP|Underground Path|Kanto Routes 7–8}} entrance, and the {{tc|Youngster}} on {{rt|25|Kanto}} who is facing north and has a {{p|Slowpoke}} on his team. The player must have defeated neither Trainer before, and must also have a Pokémon who can use {{m|Fly}} on their team.
The first documented and most commonly known method to perform the Mew glitch involves the {{tc|PI|Gambler}} on {{rt|8|Kanto}}, who is facing north towards the {{OBP|Underground Path|Kanto Routes 7–8}} entrance, and the {{tc|Youngster}} on {{rt|25|Kanto}} who is facing north and has a {{p|Slowpoke}} on his team. The player must have defeated neither Trainer before and must also have a Pokémon who can use {{m|Fly}} on their team.


The player must stand directly beneath the Underground Path entrance door, at which point the aforementioned Gambler will be exactly one tile offscreen. It is recommended that the player [[save]] the game at this point in case a mistake occurs in a future step. The player then can begin the glitch by taking one step down, and then pressing and holding the Start button while the step is occurring. The Gambler will be scrolled onto the screen during this process and the player will enter his line of sight, but the start [[menu]] should appear before the Gambler "sees" the player.
The player must stand directly beneath the Underground Path entrance door, at which point the Gambler as mentioned earlier will be exactly one tile offscreen. It is recommended that the player [[save]] the game at this point in case a mistake occurs in a future step. The player then can begin the glitch by taking one step down, and then pressing and holding the Start button while the step is occurring. The Gambler will be scrolled onto the screen during this process and the player will enter his line of sight, but the start [[menu]] should appear before the Gambler "sees" the player.


From the start menu, the player must Fly away (with the most convenient location being [[Cerulean City]]). If the previous steps have been performed correctly, the Gambler will have the indicative exclamation mark appear above his head, but then the Fly animation will begin before he can walk up and challenge the player.
From the start menu, the player must Fly away (with the most convenient location being [[Cerulean City]]). If the previous steps have been performed correctly, the Gambler will have the indicative exclamation mark appear above his head, but then the Fly animation will begin before he can walk up and challenge the player.
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===Earlier Yellow Method===
===Earlier Yellow Method===
In {{game|Yellow}}, the player can first catch Mew prior to the '''Quick Mew glitch''', using the exclusive {{tc|Bug Catcher}} Long-Range Trainer in [[Viridian Forest]] and the {{tc|Super Nerd}} in {{DL|Mt. Moon|B2F_4|Mt. Moon B2F}}.
In {{game|Yellow}}, the player can first catch Mew before the '''Quick Mew glitch''', using the exclusive {{tc|Bug Catcher}} Long-Range Trainer in [[Viridian Forest]] and the {{tc|Super Nerd}} in {{DL|Mt. Moon|B2F_4|Mt. Moon B2F}}.


'''Preparation:'''
'''Preparation:'''
# First, the player should skip fighting the second to last Bug Catcher in Viridan Forest.
# First, the player should skip fighting the second to last Bug Catcher in Viridan Forest.
# Next, the player should clear their way through [[Pewter City]], {{rt|3|Kanto}}, {{rt|4|Kanto}}, and [[Mt. Moon]] stopping prior to the Super Nerd with the two fossils on B2F. While doing this, the player should skip one trainer on the way that can take at least one step to initiate battle.
# Next, the player should clear their way through [[Pewter City]], {{rt|3|Kanto}}, {{rt|4|Kanto}}, and [[Mt. Moon]] stopping before the Super Nerd with the two fossils on B2F. While doing this, the player should skip one trainer on the way that can take at least one step to initiate battle.
# Next, the player should return to the Pewter City [[PokéMart]] to purchase Escape Ropes until they have 2. An Escape Rope can be found in {{DL|Mt. Moon|Items|Mt. Moon 1F}} in the east area of the floor. The player should stock up on [[Poké Ball|Poké Balls]], as Mew has a [[List of Pokémon by catch rate|low catch rate]].
# Next, the player should return to the Pewter City [[PokéMart]] to purchase Escape Ropes until they have 2. An Escape Rope can be found in {{DL|Mt. Moon|Items|Mt. Moon 1F}} in the east area of the floor. The player should stock up on [[Poké Ball|Poké Balls]], as Mew has a [[List of Pokémon by catch rate|low catch rate]].
# Next, the player should go the [[Pokémon Center]] to save their location for the Escape Rope and to build their team of Pokémon. If the player's goal is to catch a Level 1 Mew, they should bring a Pokémon that knows {{m|Growl}} and leave one spot open to prevent their game from locking up when attempting to remove Mew from the PC. The player should also build their team keeping in mind the trainer they skipped and the Super Nerd's rosters. The Super Nerd has a Level 12 {{p|Grimer}}, {{p|Voltorb}} and {{p|Koffing}}. Finally, the player may want to bring a {{p|Clefairy}} with {{m|Sing}} or {{p|Butterfree}} with {{m|Sleep Powder}} and a lower level Pokémon to whittle down Mew's health to increase their chances of catching it. An example team could be {{p|Pikachu}} with its speed to escape wild Pokémon, {{p|Butterfree}} with Sleep Powder for Mew and {{m|Confusion}} to battle Grimer, {{p|Geodude}} to battle Voltorb, {{p|Nidoran♀}} for Growl and its immunity against {{status|Poison}} from Koffing's {{m|Smog}} and a Level 6 {{p|Zubat}} to lower Mew's health.
# Next, the player should go the [[Pokémon Center]] to save their location for the Escape Rope and to build their team of Pokémon. If the player's goal is to catch a Level 1 Mew, they should bring a Pokémon that knows {{m|Growl}} and leave one spot open to prevent their game from locking up when attempting to remove Mew from the PC. The player should also build their team keeping in mind the trainer they skipped and the Super Nerd's rosters. The Super Nerd has a Level 12 {{p|Grimer}}, {{p|Voltorb}} and {{p|Koffing}}. Finally, the player may want to bring a {{p|Clefairy}} with {{m|Sing}} or {{p|Butterfree}} with {{m|Sleep Powder}} and a lower level Pokémon to whittle down Mew's health to increase their chances of catching it. An example team could be {{p|Pikachu}} with its speed to escape wild Pokémon, {{p|Butterfree}} with Sleep Powder for Mew and {{m|Confusion}} to battle Grimer, {{p|Geodude}} to battle Voltorb, {{p|Nidoran♀}} for Growl and its immunity against {{status|Poison}} from Koffing's {{m|Smog}} and a Level 6 {{p|Zubat}} to lower Mew's health.
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# Next, the player should battle the Super Nerd, fainting their Grimer and Voltorb.
# Next, the player should battle the Super Nerd, fainting their Grimer and Voltorb.
# Next, the player should battle the Super Nerd's Koffing which has a Special stat of 21 for Mew. Optionally with their Pokémon that knows Growl, the player can lower its attack to get a Mew lower than level 7.
# Next, the player should battle the Super Nerd's Koffing which has a Special stat of 21 for Mew. Optionally with their Pokémon that knows Growl, the player can lower its attack to get a Mew lower than level 7.
# Once the Koffing has fainted and the battle has ended, the player, without moving, should use their Escape Rope to return Pewter City. If any Pokémon battle is triggered after Koffing, the glitch will result in a Pokémon other than Mew.
# Once the Koffing has fainted and the battle has ended, the player, without moving, should use their Escape Rope to return to Pewter City. If any Pokémon battle is triggered after Koffing, the glitch will result in a Pokémon other than Mew.
# Finally, the player should head south to Virdian Forest avoiding the grass on {{rt|2|Kanto}}. Once the player enters Viridian Forest, the start menu opens automatically. After the player closes the start menu, a wild Mew will attack.
# Finally, the player should head south to Viridian Forest avoiding the grass on {{rt|2|Kanto}}. Once the player enters Viridian Forest, the start menu opens automatically. After the player closes the start menu, a wild Mew will attack.


'''Repercussions:'''
'''Repercussions:'''
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===Other methods===
===Other methods===
It is not required to use the {{tc|Camper|Jr. Trainer}} or {{tc|PI|Gambler}} to escape from, and instead the player can use any long-range trainer to trigger the glitch, using any type of warping field move such as {{m|Dig}} or {{m|Teleport}}. In order for the player to obtain Mew they need to fight a Pokémon with a special stat of 21 (the easiest way is to fight the {{tc|Youngster}} on {{rt|25|Kanto}} or the {{tc|Swimmer}} in [[Cerulean Gym]], if the player hasn't previously fought either), then return to the route with the long-range trainer without fighting another Pokémon.
It is not required to use the {{tc|Camper|Jr. Trainer}} or {{tc|PI|Gambler}} to escape from, and instead the player can use any long-range trainer to trigger the glitch, using any type of warping field move such as {{m|Dig}} or {{m|Teleport}}. For the player to obtain Mew they need to fight a Pokémon with a special stat of 21 (the easiest way is to fight the {{tc|Youngster}} on {{rt|25|Kanto}} or the {{tc|Swimmer}} in [[Cerulean Gym]], if the player hasn't previously fought either), then return to the route with the long-range trainer without fighting another Pokémon.


==Extensions==
==Extensions==
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===Ditto glitch===
===Ditto glitch===
The easiest way to manipulate the last encountered Special stat when performing the glitch is to first obtain it on the player's own Pokémon, and battle a wild {{p|Ditto}}. Send out the Pokémon with the desired Special stat on itself, and wait for the wild Ditto to use {{m|Transform}}. As the move Transform copies all of the target's stats, the Ditto will take on the Special stat of the Pokémon sent out. After defeating it or running away, proceed as normal, being sure to not battle any other Pokémon before the end of the glitch. The player must be sure not to [[Caught Pokémon|catch]] it, because if the Ditto is captured, the result will be based off Ditto's Special instead.  
The easiest way to manipulate the last encountered Special stat when performing the glitch is to first obtain it on the player's own Pokémon, and battle a wild {{p|Ditto}}. Send out the Pokémon with the desired Special stat on itself, and wait for the wild Ditto to use {{m|Transform}}. As the move Transform copies all of the target's stats, the Ditto will take on the Special stat of the Pokémon sent out. After defeating it or running away, proceed as normal, being sure to not battle any other Pokémon before the end of the glitch. The player must be sure not to [[Caught Pokémon|catch]] it, because if the Ditto is captured, the result will be based on Ditto's Special instead.  


The Special stat on the player's own Pokémon can be caused either by natural leveling or by {{EV|stat experience}}.
The Special stat on the player's own Pokémon can be caused either by natural leveling or by {{EV|stat experience}}.


In {{game|Yellow}}, as wild Ditto can only be found in the basement of {{ka|Pokémon Mansion}} or [[Cerulean Cave]], it is highly recommended to bring an Escape Rope or a Pokémon that knows Dig, in order to leave the Mansion immediately after battling the Ditto. If the player attempts to walk out of the Mansion and encounters another wild Pokémon on the first floor, its Special stat will overwrite that of the Ditto and cause a different Pokémon than the one desired to be encountered.
In {{game|Yellow}}, as wild Ditto can only be found in the basement of {{ka|Pokémon Mansion}} or [[Cerulean Cave]], it is highly recommended to bring an Escape Rope or a Pokémon that knows Dig, to leave the Mansion immediately after battling the Ditto. If the player attempts to walk out of the Mansion and encounters another wild Pokémon on the first floor, its Special stat will overwrite that of the Ditto and cause a different Pokémon than the one desired to be encountered.


As it is easily possible for one's Special stat to exceed 190, the highest index number of a valid Pokémon, the Ditto glitch allows easy access to several [[glitch Pokémon]] for Special stats of 191 or higher. For example, in Red/Blue, a Special stat of 198 will lead to battling a [[ゥL ゥM 4]]. If the Special stat is between 200 and 255, the player will instead battle a [[glitch Trainer]] instead of a wild Pokémon. It is even possible to battle [[Professor Oak]] in this way. The Special stats 248, 251, 252, 254 or 255 (and sometimes [[Jacred|200]] if Growl is used once or twice), plus 249, 250 and 253 in [[Pokémon Yellow]], correspond to invalid {{DL|Pokémon Trainer|Trainer classes}} and may lead to the memory-corrupting [[ZZAZZ glitch]] depending on the level/roster value (which defaults to 7; see [[:#Level and roster manipulation|level and roster manipulation]]). As the ZZAZZ glitch can be hazardous to the [[save]] file (specifically, overwriting a large portion of memory with hex 99, resulting a heavily corrupted file that most likely cannot be saved), performing the Ditto glitch with these Special stats should be avoided.
As it is easily possible for one's Special stat to exceed 190, the highest index number of a valid Pokémon, the Ditto glitch allows easy access to several [[glitch Pokémon]] for Special stats of 191 or higher. For example, in Red/Blue, a Special stat of 198 will lead to battling a [[ゥL ゥM 4]]. If the Special stat is between 200 and 255, the player will instead battle a [[glitch Trainer]] instead of a wild Pokémon. It is even possible to battle [[Professor Oak]] in this way. The Special stats 248, 251, 252, 254 or 255 (and sometimes [[Jacred|200]] if Growl is used once or twice), plus 249, 250 and 253 in [[Pokémon Yellow]], correspond to invalid {{DL|Pokémon Trainer|Trainer classes}} and may lead to the memory-corrupting [[ZZAZZ glitch]] depending on the level/roster value (which defaults to 7; see [[:#Level and roster manipulation|level and roster manipulation]]). As the ZZAZZ glitch can be hazardous to the [[save]] file (specifically, overwriting a large portion of memory with hex 99, resulting in a heavily corrupted file that most likely cannot be saved), performing the Ditto glitch with these Special stats should be avoided.


Special stats of 256 or higher will wrap around to 0 and continue from there, as index numbers are limited to one byte. For example, a Special stat of 300 will yield exactly the same effects as a Special stat of 44. This is the only way to use the Ditto glitch to encounter Pokémon whose index values are less than 5 (as Special stats cannot normally go lower than that).
Special stats of 256 or higher will wrap around to 0 and continue from there, as index numbers are limited to one byte. For example, a Special stat of 300 will yield exactly the same effects as a Special stat of 44. This is the only way to use the Ditto glitch to encounter Pokémon whose index values are less than 5 (as Special stats cannot normally go lower than that).
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The key is that a wild Pokémon encountered through the Mew glitch has not been generated from a random encounter table, and thus the game will assume that the player is battling a stationary encounter and attempt to delete a sprite. However, if the player is currently not in an area that contains any removable objects, the game will simply use whatever list is currently in memory - namely, the list from the most recent area the player was in that contained removable objects. This behavior can be used to bypass various obstacles in the game, most notably allowing the player to remove the {{p|Snorlax}} on {{rt|12|Kanto}} and thus skipping not only the [[Pokémon Tower]] in [[Lavender Town]] (as the player no longer has to pick up the [[Poké Flute]]), but also the entirety of {{rt|9|Kanto}}, {{rt|10|Kanto}}, and [[Rock Tunnel]], as well as postponing the [[Cerulean Gym]] and the [[S.S. Anne]] until the end of the game (as the player no longer needs {{HM|01|Cut}} to get access to Route 9).
The key is that a wild Pokémon encountered through the Mew glitch has not been generated from a random encounter table, and thus the game will assume that the player is battling a stationary encounter and attempt to delete a sprite. However, if the player is currently not in an area that contains any removable objects, the game will simply use whatever list is currently in memory - namely, the list from the most recent area the player was in that contained removable objects. This behavior can be used to bypass various obstacles in the game, most notably allowing the player to remove the {{p|Snorlax}} on {{rt|12|Kanto}} and thus skipping not only the [[Pokémon Tower]] in [[Lavender Town]] (as the player no longer has to pick up the [[Poké Flute]]), but also the entirety of {{rt|9|Kanto}}, {{rt|10|Kanto}}, and [[Rock Tunnel]], as well as postponing the [[Cerulean Gym]] and the [[S.S. Anne]] until the end of the game (as the player no longer needs {{HM|01|Cut}} to get access to Route 9).


To perform the above particular Snorlax skip glitch (assuming the goal is to complete the game as fast as possible), the player must first enter Route 12 (from the {{rt|11|Kanto}} side), in order to load its removable objects list into memory including Snorlax. The player must then head through [[Vermilion City]] and perform the Trainer-Fly glitch from a long-range Trainer on either {{rt|6|Kanto}} or Route 11, escaping back to Vermilion City. The player can complete the Trainer-Fly glitch by battling any Trainer on Route 6 or 11 (whichever the long-range Trainer is not on) and returning to the other route to trigger the Special encounter. Upon battling whatever wild Pokémon was generated on Route 6, the game will attempt to delete a sprite from the removable objects list currently in memory. As Route 11, Vermilion City, and Route 6 are all free of removable objects, the list currently in memory will be that of Route 12, and the Snorlax will disappear after the battle ends.
To perform the above particular Snorlax skip glitch (assuming the goal is to complete the game as fast as possible), the player must first enter Route 12 (from the {{rt|11|Kanto}} side), to load its removable objects list into memory including Snorlax. The player must then head through [[Vermilion City]] and perform the Trainer-Fly glitch from a long-range Trainer on either {{rt|6|Kanto}} or Route 11, escaping back to Vermilion City. The player can complete the Trainer-Fly glitch by battling any Trainer on Route 6 or 11 (whichever the long-range Trainer is not on) and returning to the other route to trigger the Special encounter. Upon battling whatever wild Pokémon was generated on Route 6, the game will attempt to delete a sprite from the removable objects list currently in memory. As Route 11, Vermilion City, and Route 6 are all free of removable objects, the list currently in memory will be that of Route 12, and the Snorlax will disappear after the battle ends.


When performing the Mew glitch in general, care must be taken to avoid accidentally deleting an undesired sprite. If the list of removable objects in memory at the time of the Special encounter does not properly contain a stationary Pokémon encounter sprite as expected, the game may end up deleting item balls if the player has not picked them up already or other desirable objects, like NPCs that are needed to progress.
When performing the Mew glitch in general, care must be taken to avoid accidentally deleting an undesired sprite. If the list of removable objects in memory at the time of the Special encounter does not properly contain a stationary Pokémon encounter sprite as expected, the game may end up deleting item balls if the player has not picked them up already or other desirable objects, like NPCs that are needed to progress.
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====Text box errors and variations====
====Text box errors and variations====
This can be also one of the side-effects of the Mew glitch. If the player causes a text box to pop up before returning to the area where the long-range Trainer was escaped from, such as by talking to an NPC or reading a sign, then something other than the start menu will pop up at the end of the glitch, due to having a textbox ID other than 0 saved into memory. This is typically dialogue from Trainers on the route, which may be followed by a wild Pokémon battle, after which the player will no longer be able to move.{{fact}} Alternately, the text may be from interacting with a sign or an item; in the latter case, the item will appear in the player's inventory and disappear from the route as if they had picked it up normally. This may also allow the player to obtain items which are not currently on the route. Finally, instead of a visible text box, the player may trigger other glitches, such as [[glitch song]]s or [[0 ERROR]]. Glitch songs are caused by invalid glitch textboxes that contain text script sound commands, and 0 Error is caused by any text box whose text script initiates a trainer battle, as it overrides the battle spawned by the Mew glitch and increments the map script to an invalid state.
This can be also one of the side-effects of the Mew glitch. If the player causes a text box to pop up before returning to the area where the long-range Trainer was escaped from, such as by talking to an NPC or reading a sign, then something other than the start menu will pop up at the end of the glitch, due to having a textbox ID other than 0 saved into memory. This is typically dialogue from Trainers on the route, which may be followed by a wild Pokémon battle, after which the player will no longer be able to move.{{fact}} Alternately, the text may be from interacting with a sign or an item; in the latter case, the item will appear in the player's inventory and disappear from the route as if they had picked it up normally. This may also allow the player to obtain items that are not currently on the route. Finally, instead of a visible text box, the player may trigger other glitches, such as [[glitch song]]s or [[0 ERROR]]. Glitch songs are caused by invalid glitch textboxes that contain text script sound commands, and 0 Error is caused by any text box whose text script initiates a trainer battle, as it overrides the battle spawned by the Mew glitch and increments the map script to an invalid state.


====No Trainers remaining====
====No Trainers remaining====
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To remedy this, after escaping the long-range Trainer, the player must visit a PC and save the game indirectly by switching boxes. (The A and B buttons remain functional for the PC.) After saving, the player must reset the game. This makes the Start, A, and B buttons functional again-the game no longer thinks the player is about to battle a trainer, although it is still waiting for an NPC to finish moving.
To remedy this, after escaping the long-range Trainer, the player must visit a PC and save the game indirectly by switching boxes. (The A and B buttons remain functional for the PC.) After saving, the player must reset the game. This makes the Start, A, and B buttons functional again-the game no longer thinks the player is about to battle a trainer, although it is still waiting for an NPC to finish moving.


At this point, there are a number of methods that can be used to complete the glitch:
At this point, several methods can be used to complete the glitch:
* As implied above, the player can now defeat the entire [[Elite Four]] and {{pkmn|Champion}}. Professor Oak walks at the end of this.
* As implied above, the player can now defeat the entire [[Elite Four]] and {{pkmn|Champion}}. Professor Oak walks at the end of this.


{{youtubevid|PpIjazLcOaU|pandakekok|glitch}}
{{youtubevid|PpIjazLcOaU|pandakekok|glitch}}


* As the above method is tedious, a much simpler alternate method is to simply go to [[Pewter City]] and talk to the NPC who brings the player to the Museum (the player must choose No to his question, so he will actually walk the player there). When he is done moving, the game is done waiting. However, the player must encounter a Pokémon after this to get an actual Special stat loaded into memory. The Start menu must also be flashed after this, to prevent a possible text box error (see above).
* As the above method is tedious, a much simpler alternate method is to simply go to [[Pewter City]] and talk to the NPC who brings the player to the Museum (the player must choose No to his question, so he will walk the player there). When he is done moving, the game is done waiting. However, the player must encounter a Pokémon after this to get an actual Special stat loaded into memory. The Start menu must also be flashed after this, to prevent a possible text box error (see above).


{{youtubevid|4exY69veOXk|pandakekok|glitch}}
{{youtubevid|4exY69veOXk|pandakekok|glitch}}


* As the Museum person is vulnerable to the Snorlax skip glitch side effect (see above), the above method may fail to work after being used once. An even simpler alternate method is to simply push any [[Strength]] boulder, which will count as an NPC moving, because apparently Strength boulders are really NPCs. (No other [[HM]]s behave this way as none of them move sprites or objects.)
* As the Museum person is vulnerable to the Snorlax skip glitch side effect (see above), the above method may fail to work after being used once. An even simpler alternate method is to simply push any [[Strength]] boulder, which will count as an NPC moving because apparently, Strength boulders are NPCs. (No other [[HM]]s behave this way as none of them move sprites or objects.)


{{youtubevid|wIlERT7yDmk|pandakekok|glitch}}
{{youtubevid|wIlERT7yDmk|pandakekok|glitch}}


Note that as long as the player has at least one undefeated Trainer in a different area than the long-range Trainer, they can avoid having to do any of the above indefinitely, as all that is needed is for an NPC to finish a movement script that disables player input for the duration of the script and for a Special stat to be loaded into memory. It is not necessary to defeat another Trainer after escaping, only battle one, so a player can deliberately lose to a Trainer and continue on with the glitch, and that Trainer will remain battleable. However, if the player loses to that Trainer and then goes back to the area of the long-range Trainer and battles a Pokémon with this glitch, the long-range Trainer will no longer be battleable.
Note that as long as the player has at least one undefeated Trainer in a different area than the long-range Trainer, they can avoid having to do any of the above indefinitely, as all that is needed is for an NPC to finish a movement script that disables player input for the duration of the script and for a Special stat to be loaded into memory. It is not necessary to defeat another Trainer after escaping, only battle one, so a player can deliberately lose to a Trainer and continue with the glitch, and that Trainer will remain battleable. However, if the player loses to that Trainer and then goes back to the area of the long-range Trainer and battles a Pokémon with this glitch, the long-range Trainer will no longer be battleable.


=====No Trainers to escape from at all=====
=====No Trainers to escape from at all=====
Using the "dry" variation of the [[item underflow|item underflow glitch]], which does not require an event that takes an item from the player's item pack (it is not required to have a Fossil or have the Saffron guards be thirsty), it is possible for the player to obtain a stored PC item counter of 255.
Using the "dry" variation of the [[item underflow|item underflow glitch]], which does not require an event that takes an item from the player's item pack (it is not required to have a Fossil or have the Saffron guards be thirsty), the player can obtain a stored PC item counter of 255.


This glitch (requiring a ×255 item slot) can be set up without any long-range Trainers thanks to [[MissingNo.]]/[['M (00)]] and the [[old man glitch]] in Red and Blue, or Yellow MissingNo. and the [[- (move)]] corruption effect in Pokémon Yellow. When the quantity of an item has been increased by 128, it can be tossed or used up until 127 items remain and the duplication of the sixth item can be repeated to obtain 255 items.
This glitch (requiring a ×255 item slot) can be set up without any long-range Trainers thanks to [[MissingNo.]]/[['M (00)]] and the [[old man glitch]] in Red and Blue, or Yellow MissingNo. and the [[- (move)]] corruption effect in Pokémon Yellow. When the quantity of an item has been increased by 128, it can be tossed or used up until 127 items remain and the duplication of the sixth item can be repeated to obtain 255 items.