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List of glitches in Generation III

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Revision as of 22:04, 7 March 2013 by Funktastic~! (Talk | contribs) (Undo revision 1860193 by Camela (talk)Glitches from fanmade versions of games aren't notable)

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This is a list of glitches that occur in the Generation III main series Pokémon games.

In Pokémon Ruby and Sapphire

Berry glitch

Main article: Berry glitch

Dewford Gym glitch

The wall behind the right-hand statue in Dewford Gym behaves like a statue: when approached, and the A-button is pressed, it says: "DEWFORD POKéMON GYM, BRAWLY'S CERTIFIED TRAINERS:". After Brawly is defeated, it will list the player as a certified Trainer. This was removed in Pokémon Emerald.

HP drain glitch

If in battle, the user's Pokémon deals over 33,037 damage the opponent's Pokémon will faint without its HP bar being drained. If the user's Pokémon deals exactly 33,037 damage, the HP bar falls to 0 instantly without any delay.

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

Nightmare glitch

If Nightmare is used on a sleeping Pokémon yet the sleeping Pokémon wakes up due to Shed Skin, the enemy Pokémon is still harmed by Nightmare even though it is not asleep.

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

Pay Day glitch

The wrong amount of money received from Pay Day will be displayed if the Amulet Coin is held by a Pokémon, leaving the impression that it does not affect Pay Day. Yet, upon checking the Trainer Card, the player will discover that the money earned from Pay Day has been doubled and added to their total savings. This error was fixed in Pokémon FireRed and LeafGreen and all subsequent games.

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

Sootopolis rock wall glitch

In Sootopolis City, to the left of the staircase leading to the house of the old lady who talks about Mt. Pyre is a rock wall that the player can walk in. The player can only go one step in, however.

Thunder glitch

In some copies of Pokémon Ruby and Sapphire, using Thunder or Thunderbolt may cause the game to freeze during the moves' animation sequences. This can be remedied by turning off the battle animations in the options menu. Also, in all Generation III games, the sound of Thunder or Thunderbolt may get stuck until the game resets.

Trainer approach glitch

There are two NPCs who may move on top of an obstacle. This does not occur in Emerald, as neither Trainer moves.

If the player stands in Route 118's Aroma Lady Rose or Route 121's Gentleman Walter's line of sight while directly behind the ledge or gate, the Trainer will see the player and walk onto the ledge or gate to battle.

Truck glitch

At the start of the game, if the player saves inside the truck and reboots, upon exiting the truck the game tries to show "Littleroot Town" as if a new area had been entered, while it normally would not have been.

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

In Pokémon FireRed and LeafGreen

Infinite Nugget glitch

If the player loses to the Rocket Grunt at the end of Nugget Bridge, the player has a chance to fight him again. Each time he is re-fought, he will give the player a Nugget, so one can purposely lose to obtain Nuggets repeatedly.

More due to lazy scripting than actually being a glitch, this is caused by an unset flag before the battle begins, making the script endlessly repeat itself.

Contrary to popular belief, this glitch does not work in Generation I, because the player has only one chance to fight the Grunt, which is due to the flag that was set before the battle is initiated.

Poké Flute glitch

When the player plays the Poké Flute and while the melody is playing, if the Help Menu is activated and deactivated, the music will be muted until the Pokémon wakes up.

Roaming Roar glitch

If a roaming Pokémon uses Roar to flee from battle, it will permanently disappear from the game. Most notably, this means that if the Raikou or Entei player encounters during the after-game uses Roar before it is caught, it cannot be encountered again, unless the game is reset to the state which it was in before the encounter.

In Pokémon Ruby, Sapphire, FireRed, and LeafGreen

Roaming IV glitch

The roaming IV glitch is a glitch in Pokémon Ruby, Sapphire, FireRed and LeafGreen that causes roaming Pokémon to have extremely low IVs. The glitch is not present in Pokémon Emerald.

In Generation III, the data for a Pokémon's IVs are stored in a 32-bit integer. However, when a roaming Pokémon is captured, only the last eight bits are transferred. While the HP IV is unaffected, the Pokémon can only have a maximum Attack IV of 7. The other IVs will always be 0.

In Pokémon Emerald

Battle Tower cloning glitch

Main article: Cloning glitches#Generation III

Mirage Tower glitch

In Mirage Tower, there is no rock on the second floor near the stairs, but the player cannot walk there.

By Riiku139
This video is not available on Bulbapedia; instead, you can watch the video on YouTube here.

Pomeg glitch

Main article: Pomeg glitch

In Pokémon Ruby, Sapphire, and Emerald

Dive glitch

Main article: Dive glitch

Route 134 current glitch

In the south-east corner of the island in the south-east corner of Route 134, there is a current tile that does not behave as a water tile. The player cannot Surf on it, but can walk on it. Walking on it will simply push the player back onto the island to the left.

In all Generation III games

Focus Punch glitch

This glitch is triggered by selecting Focus Punch in a Double Battle on the first Pokémon, pressing the "B" button, then switching out the first Pokémon. When the battle is conducted, the first Pokémon will tighten its focus in preparation for Focus Punch, then switch out. This is due to charging turn having a priority of +8, and therefore being executed before switch out.

This does not occur in Pokémon Colosseum or XD, nor in later generations.

Sticky hold glitch

This glitch occurs when Thief or Covet is used to knock out a Pokémon holding an item that has the Sticky Hold Ability. It causes the sprite of the defeated Pokémon to stay in a ghost-like form. This lasts until the screen is changed. Switching to the item list or Pokémon list will cause it to disappear.

If it is a battle against a team of six Pokémon, defeating the next Pokémon will cause that Pokémon's sprite to vanish normally, but the ghost-like sprite will remain. If the second Pokémon is defeated without leaving the battle screen, a third Pokémon will come out, but the second Pokémon's sprite will not remain. The original ghost-like sprite will remain and get recolored to match. This is because the game stores color palettes separately to the pictures themselves.

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

In the side games

In Pokémon Colosseum

Experience glitch

050Diglett.png This section is incomplete.
Please feel free to edit this section to add missing information and complete it.
Reason: Do volatile status ailments like confusion, Leech Seed, and Curse cause this too?.

This glitch occurs when an opponent's last Pokémon is defeated by a burn or poison while the player's Pokémon are under the effect of Perish Song. When this occurs, the player's Pokémon will gain experience immediately after the Pokémon faints, then once again each time one of the player's Pokémon's perish count drops. This allows Pokémon to gain the experience for defeating the Pokémon up to three times.

By Andrew42143
This video is not available on Bulbapedia; instead, you can watch the video on YouTube here.

Infinite ball glitch

The infinite ball glitch is a glitch in Pokémon Colosseum that enables the player to reuse any type of Poké Ball. It does not work in the Player's Choice version or in Pokémon XD.

The glitch is performed by selecting a Poké Ball with the player's first Pokémon's turn. Then, on the second Pokémon's turn, switching the location of the Poké Ball in the Bag chosen with another Poké Ball in the Bag (using the "Y" button). After the Ball is thrown, the Poké Ball pocket will still have the same amount of Poké Balls, as if the Ball just thrown had not been used.

Sometimes, if using a Master Ball, the game will freeze and bring the "An error occurred" message the Nintendo GameCube gives when it fails to properly read a game.

Also, if the second Pokémon is using a multiple-turn move that has been selected on a previous turn, the attack prevents the glitch from working, which causes the thrown Snag Ball to be used.

By Gligar13Vids
This video is not available on Bulbapedia; instead, you can watch the video on YouTube here.

Purification glitch

In Agate Village, the cliffs directly to the left and right of the hill at the entrance are glitched. If the player walks downward while on these small cliffs, there are two specific points where the player will hit the edge and continue to walk, and the screen will start to shake. This will cause all Shadow Pokémon in the player's party to be purified at the same rate as if the player is walking around.

Shiny Shadow Pokémon glitch

Like in the main series games, in Pokémon Colosseum there is a 1/8192 chance of a Shadow Pokémon being Shiny. When a Shiny Shadow Pokémon is captured, it is highly improbable that the Pokémon will retain Shininess. Conversely, when an ordinary Shadow Pokémon is captured, there is still the 1/8192 chance of that Pokémon becoming Shiny when it is sent to the player's party or the Pokémon Storage System. Shininess is retained through purification.

This glitch is caused by the game not considering the player's ID numbers until it is captured. The game instead uses the opponent's ID number to determine if the Shadow Pokémon will be Shiny based on the personality value it generates at the start of the battle. Upon capture, the ID numbers of the capturing Trainer will then be applied and Shininess will be determined from the previously generated personality value, similarly to the oddity of a hatched Egg changing normal to Shiny, or Shiny to normal.

However, in Pokémon XD, this glitch was corrected. When the game calculates a personality value, it checks against the player's ID numbers and the opponent's ID numbers. If the game were to generate a Shiny personality value, it would then recalculate the personality value until it would not be Shiny with both the player and the opponent's ID numbers. As a consequence of fixing this glitch from Pokémon Colosseum in Pokémon XD, the game ensures that all Shadow Pokémon are never Shiny.

Cloning glitchesGlitch PokémonGlitch typesError messages
Generation I: --0 ERRORCable Club escape glitchExperience underflow glitchGlitch CityGlitch dimension
Glitch movesGlitch TrainersItem duplication glitchMew glitchOld man glitchPewter Gym skip glitch
Pokémon merge glitchRhydon glitchSelect glitches (dokokashira door glitch, second type glitch)
Super GlitchTime Capsule exploitZZAZZ glitch
Generation II: Celebi Egg glitchCoin Case glitchesExperience underflow glitchGlitch dimension
Glitch EggSketch glitchTeru-samaTime Capsule exploitTrainer House glitches
Generation III: Berry glitchDive glitchPomeg glitch
Generation IV: Acid rainGTS glitchesMimic glitch
Pomeg glitchRage glitchSurf glitchTweaking
Generation V: Sky Drop glitchFrozen Zoroark glitch
Generation VI: Lumiose City save glitch
Glitch effects: Game freezeGlitch battleGlitch song
Gens I/II only: Japanese characters in the international versions
Gen I only: Glitch screenTMTRAINER effectInverted sprites
Gen II only: Glitch dimension
Lists: Glitch movesGlitch types
Glitch Pokémon (Gen IGen IIGen IIIGen IVGen VGen VI)
Glitches (Gen IGen IIGen IIIGen IVGen VGen VISpin-off)

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.