List of glitches (Generation I): Difference between revisions

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{{Incomplete|article|Loads of missing newly discovered glitches; could also use some better organization; probably should make a section for "all handheld games" vs "all games" seeing how there's lots of in-battle glitches that were alternately fixed or still occur in Stadium}}
{{Incomplete|article|Loads of missing newly discovered glitches}}


This is a '''list of glitches''' that occur in the [[Generation I]] [[core series]] [[Pokémon games]].
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.


==Red and Blue==
Some glitches are found on separate pages:
===All releases===
====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.
* [[List of battle glitches (Generation I)]]
* [[List of overworld glitches (Generation I)]]


{| style="margin:auto; background: #fff; {{roundy}} border: 5px solid #333399"
==Gameplay-affecting glitches==
|-
===Pokémon Red, Green, Blue, and Yellow===
! 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|channel/UCgA3xOk7QY4MOYhc7EBFe0g|name=Wooggle|Fire}}
 
====Indoors fishing oversight====
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 fixed in Yellow as well.
 
====Invisible PC access====
[[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) 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}}.
 
{{Youtubevid|odGZR7nKjnA|channel/UCzozMcF1kcR9dzsdEkRHdaw|name=Gligar13Vids|Red|Blue}}
 
Extra invisible PCs:
 
{{Youtubevid|bGN01mU5as0|channel/UCZz2ixp-5T6VeAPtAMQ5v5Q|name=ChickasaurusGL|Red|Blue}}
 
====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|I|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|channel/UCgA3xOk7QY4MOYhc7EBFe0g|name=Wooggle|Red|Blue}}
 
====Oak Poké Ball delivery text overlapping====
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.
 
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.
 
====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|channel/UCpF5oGpU91S5gHbT8lppXGw|name=Blaziken257|Red|Blue}}
 
====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.
 
===English versions only===
====Fight Safari Zone Pokémon trick====
{{main|Fight Safari Zone Pokémon trick}}
 
====Old man glitch====
{{main|Old man glitch}}
 
===Japanese Red, Green, and Blue===
'''NOTE:''' The following [[glitch]]es affect all versions of {{game|Red and Green|s}} (1.0 and 1.1) unless noted otherwise.
 
====Broken hidden items glitch====
A glitch believed to have been fixed in Japanese Blue and later versions, where picking up one of six specific hidden items (such as the Nugget in Rocket Hideout B3F) causes the other five hidden items to disappear. The six hidden items can additionally be revived if the player hands over a [[Fossil]] to the scientist in [[Cinnabar Island]]'s [[Pokémon Lab]].
 
Pokémon Red, Green, Blue <!--and Yellow?--> have two coordinate pairs for hidden items in the ROM, in the "[https://github.com/pret/pokered/blob/cbc85b4d220b31c28266a227ff8789818631c4e9/data/hidden_objects.asm hidden object]" (holds coordinates, text ID, object routine) and "[https://github.com/pret/pokered/blob/master/engine/overworld/hidden_items.asm hidden item]" (holds maps and item coordinates) databases.
 
In the hidden object database, all hidden items use the same object routine for hidden items, which determines an item's "picked up" flag depending on how far it appears in the hidden item database.
 
[http://s1271.photobucket.com/user/Torchickens/library/Red%20and%20Green%20broken%20hidden%20items?sort=3&page=1 Six hidden items] do not have matching coordinates (and one entry for a Rare Candy in [[Pokémon Mansion (Kanto)|Pokémon Mansion]] B1F has completely missing coordinates in the hidden items database), meaning that "item picked up" flag 255 is used. Hidden item flags start from bit 0 of $D66F, hence flag 255 is bit 7 of $D68E ($D66F+($FF/8)).
 
$D68E is an out-of-bounds address that is updated whenever the player passes over a Fossil (not necessarily giving it away, but giving it away will work as well) with the identifier of the Fossil (either Old Amber ($1F), Helix Fossil ($2A), Dome Fossil ($2B). None of these items have bit 7 set, meaning that passing over a Fossil will bring back all six items.
 
The broken hidden items cannot be detected by the [[Dowsing Machine|Itemfinder]].
 
However, if the broken hidden item has "wrong coordinates" in the hidden item database, the Itemfinder may respond if it is used when the player is nearby the tile corresponding with the wrong coordinates. An item detected this way does not exist; the actual hidden item has its coordinates from the hidden object database.
 
{{Youtubevid|THTEoXhPFRk|channel/UCZz2ixp-5T6VeAPtAMQ5v5Q|name=ChickasaurusGL|Red|Green}}
 
====Empty Pokémon List====
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|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!''').
 
{{Youtubevid|rbJCEt6HKhM|channel/UCJ8cXwiP6PH57Ya1i4WKIlg|name=LunarRay|Red|Green}}
 
====Full Box glitch====
If the player has six Pokémon in their party and all full [[Pokémon Storage System]] Boxes 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.
 
This glitch was fixed in the Japanese version of {{game|Yellow}} and in the localizations.
 
{{Youtubevid|FnCTzpgozTU|channel/UCZz2ixp-5T6VeAPtAMQ5v5Q|name=ChickasaurusGL|Red|Green}}
 
====Select glitches====
{{main|Select glitches}}
 
=====Dokokashira door glitch=====
{{main|Dokokashira door 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|channel/UCZz2ixp-5T6VeAPtAMQ5v5Q|name=ChickasaurusGL|Red|Green}}
 
==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|channel/UCZz2ixp-5T6VeAPtAMQ5v5Q|name=ChickasaurusGL|Electric}}
 
===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 [[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.
 
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|channel/UCZz2ixp-5T6VeAPtAMQ5v5Q|name=ChickasaurusGL|Electric}}
 
==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|channel/UCgA3xOk7QY4MOYhc7EBFe0g|name=Wooggle|Normal}}
 
===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|channel/UCZz2ixp-5T6VeAPtAMQ5v5Q|name=ChickasaurusGL|Kanto}}
 
===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|channel/UCZz2ixp-5T6VeAPtAMQ5v5Q|name=ChickasaurusGL|Flying|Ground}}
 
===Cable Club escape===
{{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===
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===
{{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 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}}
 
===Critical hit ratio error===
{{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}}.
 
===Cut glitch===
The '''Cut glitch''' can refer to two different glitches in [[Generation I]] involving the move {{m|Cut}}.
 
====Invisible tree====
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====
[[File:Cut glitch.png|thumb|right|{{ga|Red}} standing on top of the tree outside [[Vermilion Gym]]]]
In [[Generation I]], if the player {{m|cut}}s down a tree, stands on the spot where the object was, [[save]]s, turns the game off, then loads it, the player will be standing on the tree. It is no longer possible to stand on a tree in later generations, nor is it possible to stand on a boulder.
 
This glitch occurs because the [[Generation I]] engine would not store the data needed to remember that the tree had been cleared. [[Generation II]] does not remember this data either, but is not susceptible to the glitch.
 
===Cycling Road access requirement bypassing===
If the player does not have a [[Bicycle]] (or it has been deposited in the PC), it is still possible to reach {{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.
 
This is because pressing the down on the d-pad actually overrides the "walk back to the right" movement, thus ignoring the return movement.
 
{{Youtubevid|OCyYJHf-apw|channel/UCgA3xOk7QY4MOYhc7EBFe0g|name=Wooggle|Kanto}}
 
===Defrost move forcing===
If a {{status|frozen}} Pokémon is defrosted before it would have moved that turn, it uses a move that turn, even though it couldn't select a move that turn due to being frozen. However, this move can differ between the games in a link battle, causing desynchronization. Additionally, this can also allow a Pokémon to use a move with no {{PP}} remaining, causing an underflow.
 
If a Pokémon is defrosted, in the game of the owner of the defrosted Pokémon, the move used will be the last move the player had the cursor over. Since the player does not get to select a move while frozen, this can be a move of another Pokémon in the party. The value that manages this is set to 0 at the start of a link battle, so if the player has never moved the cursor over a move during that battle, the used move will be the glitch move {{m|--}}.
 
In the game of the other player, the move used will be the last move used by the defrosted Pokémon (reset upon switching), or the first listed move if it has not used a move since switching.
 
PP is deducted from the move the Pokémon uses in other player's game (even in its owner's game), regardless of its current PP. If the move had 0 PP, it underflows to 63 PP and removes the effect of one [[PP Up]].
 
{{Youtubevid|iSSf4XaqGAU|channel/UCQcizw_rc-q55lmwU3w6-wA|name=Crystal_|Ice}}
 
===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.
 
{{Youtubevid|zHHz-wQ1qFk|channel/UCygzs1A-1EFESFgk0Rqph5w|name=pokemontutorialTV|Normal}}
 
===Division by 0===
During damage calculation, the game will eventually attempt to divide by 0 in the following two cases. In both cases, this causes the game to [[Game freeze#"Softlocking"|freeze]] indefinitely (due to the algorithm looping infinitely).
 
The attacker's current Attack/Special stat is higher than 255 and the defender's current Defense/Special stat is lower than 4.
 
{{Youtubevid|V6iUlyS8GMU|channel/UCQcizw_rc-q55lmwU3w6-wA|name=Crystal_|HP}}
 
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|channel/UCQcizw_rc-q55lmwU3w6-wA|name=Crystal_|Psychic}}
 
===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}}.
====Experience PC withdrawing glitch====
 
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.
{{Youtubevid|yP6EhW2r57A|channel/UCgA3xOk7QY4MOYhc7EBFe0g|name=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====
This list is presented in the reverse order to which they are stored in the game data, which is likely the order they were added to the game. Therefore, messages higher on the list take priority over those lower on the list.
{| 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}}
| 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}}
|}
|}
 
===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.
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>
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>
 
===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|channel/UCJ8cXwiP6PH57Ya1i4WKIlg|name=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|channel/UCFLZ64rmEU9PgQBxyh8VctQ|name=iamchazzi|Kanto}}
====Hall of Fame corruption====
 
[[File:Halloffameglitches.png|thumb|160px|Some corrupted Hall of Fame entries]]
===Ghost identity unveiling===
{{main|MissingNo.#Glitches caused}}
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.
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.
 
{{Youtubevid|UMIowBT4Fck|channel/UCgA3xOk7QY4MOYhc7EBFe0g|name=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|channel/UCgA3xOk7QY4MOYhc7EBFe0g|name=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|channel/UCZz2ixp-5T6VeAPtAMQ5v5Q|name=ChickasaurusGL|Normal}}
===HP recovery move failure===
If a Pokémon uses a recovery move ({{m|Softboiled}}, {{m|Rest}} or {{m|Recover}}) and the difference between its current HP and maximum HP is 255 or 511 (or any number that leaves a remainder of 255 when divided by 256), the move will fail the same way it would when the difference is 0. This glitch does not occur in Pokémon Stadium.
This is because of an oversight that the game only checks the value as 1 byte (8-bits) of the value rather than 2 bytes of the whole value .
{{Youtubevid|sqkBby1HlmY|channel/UCZz2ixp-5T6VeAPtAMQ5v5Q|name=ChickasaurusGL|HP}}
===Hyper Beam + Sleep move glitch===
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]].
{{Youtubevid|x2AgAdQwyGI|channel/UCQcizw_rc-q55lmwU3w6-wA|name=Crystal_|Poison}}
===Index #000 post-capture===
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.
===Invisible Prof. Oak===
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}}


===Invulnerability glitch===
====Item duplication glitch====
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.
{{main|Item duplication glitch}}<!-- Not R/B exclusive; happens in Yellow too if a stable MissingNo. is encountered via Ditto glitch -->


This glitch was fixed in {{g|Stadium}}.
====Item underflow glitch====
 
{{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}}
{{main|Item underflow}}


===Landing on an NPC===
====Leveling past 100====
If the player lures (by blocking their movement in certain directions) an NPC below a ledge that can be jumped over, it is possible to land on top of the NPC.
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.


{{Youtubevid|ztlm3AuPBBI|channel/UCZz2ixp-5T6VeAPtAMQ5v5Q|name=ChickasaurusGL|Kanto}}
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).
 
===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|channel/UCgA3xOk7QY4MOYhc7EBFe0g|name=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 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.


{{Youtubevid|Gws8iOPuj-k|channel/UCgA3xOk7QY4MOYhc7EBFe0g|name=Wooggle|Glitch}}
{{Youtubevid|Gws8iOPuj-k|channel/UCgA3xOk7QY4MOYhc7EBFe0g|name=Wooggle|Glitch}}


===Menu glitch===
====Pokémon merging====
If the player holds A when the game is saving, the menu won't disappear until player stops holding A.
 
{{Youtubevid|iF1ik0TDCeI|channel/UCJ8cXwiP6PH57Ya1i4WKIlg|name=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 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|channel/UCqnd5LOJjH5SURgI2RuYFBg|name=SloshedMail|Normal}}
 
===Pallet Town NPC misplacement===
If the player stands outside of Professor Oak's Lab in Pallet Town, the person outside it will eventually stand on the Lab's door. This is because the door tile was programmed as a non-solid tile.
 
{{Youtubevid|EuD_Q8MhhxE|channel/UCgA3xOk7QY4MOYhc7EBFe0g|name=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 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}}
 
===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 healthy 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|channel/UCgA3xOk7QY4MOYhc7EBFe0g|name=Wooggle|HP}}
{{Youtubevid|b4syMSxrkbI|channel/UCgA3xOk7QY4MOYhc7EBFe0g|name=Wooggle|HP}}


===Prevented progress===
====Rhydon glitch====
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|channel/UCZz2ixp-5T6VeAPtAMQ5v5Q|name=ChickasaurusGL|Red|Green}}
 
In the Japanese Pokémon Yellow, it is also possible to perform this glitch by exploiting the [[:#Save corruption|save corruption]] glitch.
 
{{Youtubevid|U05icPzktes|channel/UCZz2ixp-5T6VeAPtAMQ5v5Q|name=ChickasaurusGL|Yellow}}
 
===Psywave desynchronization===
If a Pokémon uses {{m|Psywave}} in a link battle, there is a small chance the games will generate a different number of pseudo-random numbers, causing desynchronization.
 
When a Pokémon uses Psywave, a random number is generated between 0 and 255. If the player uses Psywave, if the generated number is greater than or equal to 1.5× the Pokémon's level (rounded down) or it is 0, the number is discarded and a new number generated; if the opponent uses Psywave, if the generated number is greater than or equal to the Pokémon's level, the number is discarded and a new number generated. As such, if the generated number is 0, the Psywave user's game will generate a new number, whereas the non-Psywave user's game will not. This causes all subsequent pseudo-random numbers to be desynchronized.
 
{{Youtubevid|5KmTCdnWzVI|channel/UCQcizw_rc-q55lmwU3w6-wA|name=Crystal_|Psychic}}
 
===Psywave infinite loop===
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.
 
If a level 171 Pokémon uses Psywave, the upper bound would be 256; however, since this value is stored in a single byte, it overflows to 0, causing the same issue as a level 0 Pokémon.
 
{{Youtubevid|VyIFL_-l2o4|channel/UCQcizw_rc-q55lmwU3w6-wA|name=Crystal_|Psychic}}
 
===Rematching Trainers===
To perform this glitch, the player must have some Pokémon which can lose a battle easily, so they may wish to have one Pokémon, a {{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===
{{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.
Line 779: Line 70:
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>
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 794: Line 85:
{{Youtubevid|OyhEKG_g53o|channel/UClgilE1XxsorM1iX9YtS4FA|name=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|channel/UCZz2ixp-5T6VeAPtAMQ5v5Q|name=ChickasaurusGL|Glitch}}
{{Youtubevid|U05icPzktes|channel/UCZz2ixp-5T6VeAPtAMQ5v5Q|name=ChickasaurusGL|Glitch}}


===Save reset oversight===
====Save data carryover====
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).
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 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).
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.


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).
{{Youtubevid|LbBDINWHe2Y|name=johnr754 R.|channel/UC0ytGvIfz85oowf0UOa31CA|Glitch}}


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


The glitch can be fixed by performing any one of these actions:
===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.


* Using {{m|Dig}}, {{m|Teleport}}, {{m|Fly}}, or an [[Escape Rope]]
====Empty Pokémon List====
* Entering and leaving Cycling Road
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!''').
* 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>
{{Youtubevid|rbJCEt6HKhM|channel/UCJ8cXwiP6PH57Ya1i4WKIlg|name=LunarRay|Red|Green}}


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.
====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.


{{Youtubevid|YXa96wnSIOQ|channel/UCZz2ixp-5T6VeAPtAMQ5v5Q|name=ChickasaurusGL|Glitch}}
This glitch was fixed in the Japanese version of {{game|Yellow}} and in the localizations.


===Silent Indigo Plateau===
{{Youtubevid|FnCTzpgozTU|channel/UCZz2ixp-5T6VeAPtAMQ5v5Q|name=ChickasaurusGL|Red|Green}}
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.


{{Youtubevid|KxMstD8iWNM|channel/UCZz2ixp-5T6VeAPtAMQ5v5Q|name=ChickasaurusGL|Kanto}}
====Select glitches====
{{main|Select glitches}}


===Sprite corruption===
=====Dokokashira door glitch=====
[[File:Sprite glitch.png|thumb|right|The sprite corruption as seen in [[Generation I]] games]]
{{main|Dokokashira door 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 in the overworld. There are other methods to the glitch, some of which involve using a [[Pokémon Center]] to heal the player's Pokémon when in a glitched area, visiting [[Glitch City]], or catching certain glitch Pokémon.
=====Second type glitch=====
{{main|Second type glitch}}


In other generations, it may occur when a [[Cheating|cheating device]] is used.
===Pokémon Yellow===
{{-}}
'''NOTE:''' The following [[glitch]]es affect all [[Game Boy]] versions of Japanese {{game|Yellow}} (1.0 to 1.3) unless noted otherwise.


===Stat modification errors===
====Friendship item effect====
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:
This causes a no-effect [[item]] to still increase {{ga|Red's Pikachu|Pikachu}}'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.  
* 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 (if the player has the corresponding badge), boosting them by 1/8.
* If the Pokémon whose turn it is not is paralyzed, its current Speed stat gets quartered.
* 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 glitch was fixed in [[Generation II]].
* 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 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.


{{Youtubevid|GlhsYKeUt-w|channel/UCQcizw_rc-q55lmwU3w6-wA|name=Crystal_|Fire|Electric}}
{{Youtubevid|UCKFCI9m4PE|channel/UCZz2ixp-5T6VeAPtAMQ5v5Q|name=ChickasaurusGL|Electric}}


===Statue collision oversight===
===Time Capsule glitches===
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 [[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.
These glitches involve communication with [[Generation II]] games.


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.
====Time Capsule exploit====
{{main|Time Capsule exploit}}


{{Youtubevid|W_aI_AVwJMQ|channel/UCgA3xOk7QY4MOYhc7EBFe0g|name=Wooggle|Water}}
====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.


===Statue fishing oversight===
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}}}}.
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. This is probably because the developers didn't check on the statue's tile behavior on its interaction.


{{Youtubevid|BgcDXeDaw0M|channel/UCgA3xOk7QY4MOYhc7EBFe0g|name=Wooggle|Water}}
===Poké Transporter and Pokémon Bank glitches===
====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.


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


{{Youtubevid|I8AzgGoJbTs|channel/UCZz2ixp-5T6VeAPtAMQ5v5Q|name=ChickasaurusGL|Normal}}
==Audio quirks==
These are audio quirks that generally do not affect gameplay.


===Substitute HP drain bug===
===Pokémon Red, Green, and Blue===
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.
====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}}


{{Youtubevid|Rrn4rtQXYQ0|channel/UCZz2ixp-5T6VeAPtAMQ5v5Q|name=ChickasaurusGL|Normal}}
==Graphical quirks==
These are graphical quirks that generally do not affect gameplay.


===Substitute sprite vanishing===
===Pokémon Red, Green, Blue, and Yellow===
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.
====Menu glitch====
If the player holds A when the game is saving, the menu won't disappear until player stops holding A.


{{Youtubevid|lr05doU5oAQ|channel/UCZz2ixp-5T6VeAPtAMQ5v5Q|name=ChickasaurusGL|Normal}}
{{Youtubevid|iF1ik0TDCeI|channel/UCJ8cXwiP6PH57Ya1i4WKIlg|name=LunarRay|Glitch}}


===Substitute + Confusion glitch===
====Red's transparent white pixels====
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.
[[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.


{{Youtubevid|jw24URgBi5o|channel/UCQcizw_rc-q55lmwU3w6-wA|name=Crystal_|Psychic}}
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.
 
{{-}}
===Super Glitch===
{{main|Super Glitch}}
 
===S.S. Anne reboarding===
[[File:Pokemon Red Reboard SS Anne.png|thumb|right|The player surfing on top of the sailor]]
After the [[S.S. Anne]] leaves the dock for the first time, it's possible to make it reappear later. To perform this glitch, the player must stand one tile above and to the left of the sailor guarding the harbor, take a step right and hit the Start button at the same time, save and reboot. After verifying that the player is facing right and without moving, a Pokémon must be selected to {{m|Surf}}, thus making the player surf on top of the sailor. Then, after walking down to the harbor, the boat can be entered.
 
{{Youtubevid|W_aI_AVwJMQ|channel/UCgA3xOk7QY4MOYhc7EBFe0g|name=Wooggle|Water}}
 
===Toxic counter glitches===
====With Leech Seed====
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|channel/UCZz2ixp-5T6VeAPtAMQ5v5Q|name=ChickasaurusGL|Poison|Grass}}
 
====With Rest====
If a Pokémon badly {{status|poison}}ed by {{m|Toxic}} uses {{m|Rest}}, the Toxic counter will remain, with the N value not being reset. If a Pokémon is then poisoned, {{status|burn}}ed, or affected by Leech Seed, the damage will increase each turn as with bad poison.
 
{{Youtubevid|4LpWNnfk6tA|channel/UCQcizw_rc-q55lmwU3w6-wA|name=Crystal_|Poison|Psychic}}
 
===Trade cloning===
{{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|channel/UCZz2ixp-5T6VeAPtAMQ5v5Q|name=ChickasaurusGL|Glitch}}
 
===Vending machine glitch===
If the player has enough money to buy a [[Fresh Water]] (at least {{pdollar}}200) but not enough to afford a [[Soda Pop]] or [[Lemonade]], the [[vending machine]]s atop [[Celadon Department Store]] still allow these more expensive drinks to be purchased. The player's money will be reduced to {{pdollar}}0 rather than becoming a negative number.
 
{{Youtubevid|kfwBgX1tVWQ|channel/UCZz2ixp-5T6VeAPtAMQ5v5Q|name=ChickasaurusGL|Glitch}}
 
===Victory Road Bicycle music quirk===
If, while riding the [[Bicycle]] in [[Victory Road (Kanto)|Victory Road]], the player falls through a hole, they will, on landing, no longer be riding the Bicycle; nonetheless, the Bicycle theme music will continue to play until the player enters a battle, leaves the dungeon, changes floors, or resets the game.
This glitch occurs neither in the Japanese nor the international versions of Pokémon Yellow; instead, the Bicycle music does not play at all in Victory Road.
 
{{Youtubevid|N87X9DE5-zk|channel/UCZz2ixp-5T6VeAPtAMQ5v5Q|name=ChickasaurusGL|Kanto}}
 
===Walking through an NPC===
If the player lures an NPC onto the path that Professor Oak takes to bring the player to the laboratory, Professor Oak and the player will walk right over and through her.
 
{{Youtubevid|vfK_v_qu380|channel/UCgA3xOk7QY4MOYhc7EBFe0g|name=Wooggle|Glitch}}
 
===Walking through walls===
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 southward. 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 (with the glitched drop shadow sprite underneath the player). Run around making sure to not go off screen until the only Pokémon in their party faints. They will be teleported to the last [[Pokémon Center]] they have visited and can now walk through walls.


This is because when jumping off the ledge, the player will temporarily lose interaction collision with solid objects until they land on a lower ground. However, if the game transitions to another map during the "jump down" movement, it interrupts the "regain solid interaction" and keeps thinking that the player is still jumping off.
====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]].  


{{Youtubevid|Nfumn28lC0M|channel/UCgA3xOk7QY4MOYhc7EBFe0g|name=Wooggle|Glitch}}
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]].


===ZZAZZ===
====Trade menu palette glitch====
{{main|ZZAZZ 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.


==Glitches involving communication with the Generation II games==
{{Youtubevid|Qsj8olzUqZc|channel/UCCheenv4-UJG9zDa_3kFBNw|name=LanceAndMissingNo.|Electric}}
===Time Capsule exploit===
{{main|Time Capsule exploit}}


===Shiny Ditto DV manipulation===
===Pokémon Red and Blue (English)===
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.
====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.


{{Youtubevid|8Lb5pq0y6h8|channel/UCM-mVhpa-qe_QJXSDiCWGFw|name=v0id19|Normal}}
===Pokémon Blue===
====Purple Jigglypuff oversight====
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 that 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 955: 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 23:36, 7 April 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

050Diglett.png 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
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Pokémon merging

Main article: Pokémon merge glitch

Pokémon Storage System cloning

Main article: Cloning glitches#Storage system method

Pokémon Storage System healthy party deposit

It is possible for the player to deposit all Pokémon except fainted ones and a black out will occur but only after four steps in the same session. In Red and Blue it is possible to progress further by saving the game before traveling four steps to reset the 'remaining step count' to 4 when the game is reset, though this is no longer the case in Pokémon Yellow because the remaining step count was changed to default to 1 step. The player immediately has a black out if entering a battle with just fainted Pokémon.

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
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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

BoEANSprite.png 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 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 sprites
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)


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