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Bugs/Glitches/Exploits Generation 1 & 2
(2nd Gen still in the works.)
Hello There, I'm Amy! :)
I'm a Pokemon gamer through love and a game tester by hobby. Many years ago, I spent most my spare time playing older cartridge games soley to discover their quirks about them... Yes, I'm very weird. xD
Today, I'm here to provide information posting/catalog of game bugs, glitches, tricks, and some glitch exploits for USA stock Generation 1 & 2 game series.... and maybe more to come in the future? 0.0
Note: I'm not willing to provide glitch exploit tutorials that will cause extreme permanent harm to your current game, without way to reverse it's most negative effects other than starting new game file. But please keep in mind, this doesn't mean the tutorials I provide for glitch exploiting are exactly safe either.
....... There's always a risk when exploiting glitches in games and you'll do so at your own risk.
Algorithm- A mathematical formula used in order to solve a problem.. also the way a game processes data. An algorithm can be in reference to growth, catch rate, how a move functions, and numerous other things.
Bug- An error within the game's coding, causing the glitch... but shouldn't be confused with the term "glitch". A game bug can involve 1 or multiple hindering factors. A game bug can be a complete mistake or done completely intentional with purpose (example: as a measure against blatant cheat use).
Byte- A unit of data commonly consisting of 8 bits.
Code- A series of number/letters that creates any aspect of a video game.
DV- "Determinate Values", what's known as IVs (individual values) in 3rd Gen and up. DVs is the genes of a Pokemon.
* 1st & 2nd Generation Gaming: Each of the 4 battle stats, Attack, Defense, Speed, and Special.. has a DV assciated to it. DVs range from 0-15. In 2nd Gen, Special included both Special Attack & Special Defense.
Exploit- The action that exposes a glitch inorder to use it.
Flag- A variable marker used in reference to a game event.
Glitch- The error which triggers an unintented behavior within the game itself. A glitch can be due to programer's error, or due to something unforseen by the programer caused by an action from player's end.
Hexadecimal- A number system in which the base used is 16. Often broken down to "Hex" & "Dec".
HP- "Hit Points", how much damage a Pokemon can recieve before fainting.
NPC- "Non-Player Character", a character not controlled by the player... often the character player talks to or interacts with.
MissingNo.- A complete Glitch Pokemon error (sometimes leading to game corruption), technically *not* a Pokemon. A MissingNo often appears due to incomplete information during the game development process. A MissingNo can also appear through glitch exploiting in some form or through cheat use involving walking in areas that can't normally be accessed by player.
PP- "Power Point", the energy a Pokemon requires to perform a move.
RAM- "Random Access Memory", the temporary active storage game data is loaded into.
Sprite- The graphical image of a character, Pokemon, or item in the video game.
STAB- "Same-Type Attack Bonus", a 50% damage boost on attacks when Pokemon is of the same type.
Tile- A block, equaling 1 step. Also the graphical part in game mapping.
Value- A set number. In some cases, sometimes needed inorder to successfully execute an exploit.
*Please Note: This is a very involved work in progress.
~ I'll be updating post(s) as more information comes to me, also after further testing. Most the information I provided, I have successfully exploited or ran into while playing cartridge games over 10 years ago, at the very least.
~ I now test using clean stock ROMs, which I also use in game testing, using Android emulator. I'm not willing to provide anyone with ROMs either, so don't ask. Any content involving use of link cable and 2 game systems, in the case of 1st and 2nd Gen, I won't be able to test further at this time. Some content involving 3rd Gen, I can and have tested further on physical game cartridge, but only to a point. All my old cartridges currently have a dead or corroded battery.
~ In the future, I may also create a posting for Generations 3.
* Glitch:
During tutorial, game shows Nidorino's sprite but plays Nidorina's cry.
Pallet Town
* Glitch:
If you stand outside of Professor Oak's Lab, the person outside it will eventually stand on the Lab's door.
... This is due to door tiles being programmed as a non-solid tile.
* Glitch:
If you lure NPC onto the path that Professor Oak takes to bring you to Laboratory, Professor Oak walk right over and through that NPC.
* Glitch:
Prior to having Professor Oak lead you to his Laboratory, if you lure the female NPC so her character stands on the left side of Route 1's entry and stand next to her on the right, when Professor Oak leads you to his Laboratory.. the game leads your character on a path that ends with you being stuck in the Lab's outer wall. xD
Oak's Laboratory- Red/Blue
* Glitch:
Holding "A" button at the moment of interacting with Poke Ball in Oak's Laboratory, game will freeze until you let go of button.
* Glitch:
Attempting to leave too many time without choosing your 1st Pokemon, seldomly Professor Oak and the middle Poke Ball's sprite will vanish. This glitch can seldomly have your character vanish too.
- Pressing "Start" will pull up glitched tiling on the screen (sometimes glitched menu), but exiting start menu will fix the entire glitch.
... This is due to too many things being displayed on the screen at once.
Oak's Laboratory- Yellow
* Trick:
If you have the potion from your PC on you, using it on Pikachu before ever leaving Oak's Laboratory has a good chance of maxing out it's happiness.
Returning to Oak's Laboratory for Pokedex- Yellow
*IMPORTANT*
* Glitch: Warning: If you at least 2 Pokemon registered as caught in Pokedex before obtaining the Pokedex from Professor Oak, the game will assume you already have the Pokedex... softlocking your game. - You'll have no choice but start a new game at this point.
- This glitch was fixed in international releases of Red and Blue.
Oak after 2nd rival battle
* Trick:
If you only have your starter Pokemon, no other registered Pokemon in your dex (including not evolving your starter), and/or no Pokeballs in your bag at *All Times* prior to and after defeating rival on Route 22... Oak will give you 5 Poke Balls after talking to him.
* Glitch:
In Red/Blue- One of the lines of his dialogue appears overlapped, instead of on a new script screen.
In Yellow- Line overlap was fixed but dialogue contains a typo instead.
Viridian City
* Glitch:
See that male NPC between the Poke Center and lake?... You can force him to move down and jump over the ledge, then you jump over the the ledge and land on him. xD
... you can do that to the lass NPC near Mount Moon Poke Center too.
[a id]Old Man[/a id]
Old Man, Viridian City- Red/Blue
* Glitch:
... That Old Man can be a real trouble maker when you don't want glitches in your game!
- Inorder for him to demonstrate how to catch a Pokemon, the game replaces your name with "OLD MAN"... technically making you the old man for that time. During that demonstration, your name then gets stored in the Pokemon encounter walk table instead.
- That weedle Old Man demonstrates catching causes some game confusion too, especially if you use Fly immediatly after. There's no grass tiles in cities, so data is never updated when you Fly between them. Normally, this wouldn't pose a problem. But if you immediatly Fly to an island, then Surf it's East Coast after, that part of coast is actually made up of grass tiles (not water).. which triggers a chain glitch.
... In Yellow however, they removed all data from the shore line, so this isn't possible.
- If you don't want glitches: Don't Worry, just head on over to Route 2 after the demonstration and don't look back!
- But if you do want glitches.....
* Exploits:
Spoiler:
Old Man Glitch Exploit
* Remember Old Man's demonstation, when your name was stored in Pokemon encounter walk table?
..... Well this is when it comes into play!
- The wild Pokemon you encounter here (including level), depends on the slots in your character's name.
But let's just stick with the MissingNo right now... it's easier, plus duplicates your 6th slot item by 128. ... and corrupts your Hall of Fame from it's garbage sprite data. :P
MissingNo. or 'M (00):
1)For Item Duplication- Make sure you have the item you want duplicated in your 6th item slot beforehand.
2) After Old Man's demonstration, immediately Fly to Cinnabar Island.
3) Surf Cinnabar's east coast.. without ever leaving it.
4) Once you encounter one, use an item to flee from battle (Poke Doll, etc.) or defeat it.
Note: There's a chance you'll encounter a MissingNo that's of a far greater level than your team. One good thing about normal form MissingNo, it has a Low HP & Very Low Defense.
* But please be aware.. it also has a pretty high Attack stat, which can make it unpleasant for your teammate if the MissingNo in question is at a very high level and sucessfully uses Sky Attack on it.
Also...
- You can capture MissingNo or 'M (00). :P
- MissingNo can evolve into a Kangaskhan when using Rare Candies on it. You can also hit "B" button bypassing that evolution stage, then using more (a lot more) Rare Candies will allow it to evolve into something else...... a Clefairy. ... Probably better off just catching yourself a Clefairy at that rate. xD
- The first MissingNo or 'M (00) you catch will probably turn into a Rhydon (then becoming an ustable hybrid), if you haven't encountered Cubone yet... refer to Rhydon Glitch.
- If you capture an 'M (00) and put it in the PC at a level 0 or 1, it will cause a glitch making it so you can't remove it from the PC. This is due to the experience underflow glitch.
- If you have MissingNo in your party during a battle, both your character's sprite & Pokemon team sprites will become scrambled. All the Pokemon with show up reversed. The way to correct this is by viewing any of your non-glitch Pokemon's stats.
Rhydon Glitch
Spoiler:
It's kinda like a weird illness Glitch Pokemon can have, due to it's invalid Pokedex number, upon entry shown after catching it. Valid Pokedex entry numbers only exist from 001-151 in 1st Gen.. meaning the entire "No. 000" family (including MissingNo) has the risk of being affected by this upon capture. Upon showing Pokedex entry of an invalid dex number, an affected Glitch Pokemon will become a Rhydon (along with moves replaced by Rhydon's moves at that level, if Rhydon was caught).
* If then sent to Bill's PC, it will become an Unstable Hybrid Pokemon, with original Glitch Pokemon as recipient & Rhydon as donor. Hybrid Glitch Pokemon can't be affected by this "illness" because they have Pokedex numbers equivalent to official Pokemon.
Some ways avoid Rhydon glitch:
~ Encountering Cubone. Glitch Pokemon from "No. 000" family don't show Pokedex entry if you encountered Cubone.
~ Obtaining a Glitch Pokemon twice.. meaning the second one caught (and after that) won't have a Rhydon convertion take place.
~ Obtain a Glitch Pokemon by evolution.
~ Trading Glitch Pokemon in one version inorder to obtain equivilant Glitch Pokemon in return.
If this happens to a Glitch Pokemon, you can still get it back it's old Glitch Pokemon self (more or less), by turning it into a stablized hybrid.
This can be done by:
~ Depositing & Withdrawing from Pokemon Day Care.
~ Evolving it the way the Glitch Pokemon would.
~ Trading it to Stadium 2.
The Glitch Pokemon will still have nickname "RHYDON" after being stabilize. These Glitched Pokemon can also learn every move Rhydon can plus can be traded to 2nd Gen.
The MissingNo family in Red/Blue
All are Bird/Normal Type
Normal form
This is the one we're most familiar with in 1st Gen, which is kinda shaped like a backwards "L".
Moveset: Water Gun, Water Gun, Sky Attack
- 'M (00) is much the same as MissingNo. But unlike MissingNo, 'M (00) can learn Pound via level up.
Normal form levels associated with characters in name via Old Man Glitch:
Null Character 'M (00) Lv.0 appears for *Custom Names Only*.
Standard MissingNo levels associated with null characters (you can't insert them):
End of name character Lv.80 Space Lv.127
If the 3rd, 5th, or 7th charcter of custom name end-name marker:
G Lv.134 H Lv.135 M Lv.140 J Lv.137 S Lv.146 : Lv.156 ] Lv.159 a Lv.160 b Lv.161 c Lv.162 m Lv.172 o Lv.174 p Lv.175 v Lv.181
MissingNo levels associated with choosing a Present Name directly from list:
Red RED:
Levels- 80, 146
ASH:
Levels- 80, 138, 146
JACK:
Levels- 138, 150
------------------ Blue BLUE:
Levels- 80, 132
GARY:
Level- 152
JOHN:
Levels- 141, 142, 150
Special MissingNo
This consists of the 2 fossil forms & ghost form. They have no constant base stat, starting moves, or experience type. When encountered, they take on the data from the last Pokemon stats you seen from your party. When used in battle, they take on the data of the last Pokemon in your party (other than Special MissingNo). If an enemy trainer sends out a Special MissingNo, they take on the data of their prior Pokemon sent out.
Special MissingNo levels associated with characters in name via Old Man Glitch:
Kabutops Fossil form
Appears if 3rd, 5th, or 7th chararcter in custom name is "w" at Lv.181.
Aerodactyl Fossil form
Appears if 3rd, 5th, or 7th character in custom name is "x" at Lv.182.
Ghost form
Appears if 3rd, 5th, or 7th character in custom name is "y" at Lv.183.
Yes, you can encounter regular Pokemon via Old Man Glitch too.
..... but watch out, they're at Very High Levels!
Spoiler:
Custom names according to 3rd, 5th, & 7th character:
A Golduck, Lv.128 B Hypno, Lv.129 C Golbat, Lv.130 D Metwo, Lv.131 E Snorlax, Lv.132 F Magikarp, Lv.133 I Muk, Lv.136 K Kingler, Lv.138 L Cloyster, Lv.139 N Electrode, Lv.141 O Clefable, Lv.142 P Weezing, Lv.143 Q Persian, Lv.144 R Marowak, Lv.145 T Haunter, Lv.147 U Abra, Lv.148 V Alakazam, Lv.149 W Pidgeotto, Lv.150 X Pidgeot, Lv.151 Y Starmie, Lv.152 Z Bulbasaur, Lv.153
-------- ( Venusaur, Lv.154 ) Tentacruel, Lv.155 ; Goldeen, Lv.156 [ Seaking, Lv.158
--------- d Ponyta, Lv.163 e Rapidash, Lv.164 f Rattata, Lv.165 g Raticate, Lv.166 h Nidorino, Lv.167 i Nidorina, Lv.168 j Geodude, Lv.169 k Porygon, Lv.170 l Aerodactyl, Lv.171 q Charmander, Lv.176 r Squirtle, Lv.177 s Charmeleon, Lv.178 t Wartortle, Lv.179 u Charizard, Lv.180 z Oddish, Lv.185
Associated with choosing a Present Name directly from list:
* Trick:
The grass tiles here are different from the other places in the game. These particular grass tiles are actually 2x2 tile blocks, affected by a glitch simular to shorline tiles. The grass sub-tiles on the left side controls the encounter list and the right side controls the encounter rate. But you also see grass sub-tiles with a "star" shape. All 2x2 tile blocks with a "star" shaped grass sub-tile on the bottom right corner has no encounter rate. To avoid wild Pokemon here, walk on the "star" grass tiles.[a id]Pewter Bypass[/a id]
Pewter Gym- Red/Blue
* Trick: .... Ehh, you can skip this gym!
* Exploits:
Spoiler:
Pewter City Youngster Bypass
I used do this a lot in Red especially, saving Pewter Gym as one of my last badges. Pewter City's very buggy Youngster, prior Pewter Gym, is a very useful NPC (plus a moving NPC). Useful for both exploiting and glitch reversal when I was in a jam.
*My 2 favorite ways:
- 1st Method
Spoiler:
1) In Pewter City, open your menu and put your cursor on "Save" without selecting it.
2) Walk in right in front of the Youngster, with no tile space between you, at the East Exit.
3) Close All dialogs pressing "B" button *only* then Imediately press "Start" and save (cursor is frozen).
4) Reload your game and allow the conversation with Youngster to happen again and have him make you follow him. .... Youngster will be all over the place while leading you there, so just ignore the awkwardness. xD
5) If you did this right, the Youngster will be gone... making it so you can walk over the place he used to stand.
Note: But walking across any tile that was in Youngster's site will still force you to walk back to Pewter Gym.
- 2nd Method
Spoiler:
1) In Pewter City, open your menu and put your cursor on "Save" without selecting it.
2) Walk past the Youngster at East Exit, leaving at least 1 tile between you and the Youngster. Note: This will allow you to 2 tiles past the Youngster.
3) Close dialog pressing "B" button *only* then Imediately press "Start" and save (cursor is frozen).
4) Reload your game and allow the dialog to happen again, but you won't be forced to follow him.
5) Continue walking along Route 3.
Note: But if you walk into Younger's line of site from the East, your character will walk down indefinately.
Youngster's "walking through walls":
Spoiler:
You Will Need:
~ To perform either of the 2 methods above to bypass the Youngster first.
~ Bulbasaur Lv. 8... Must be last one in your party
* Moves: Leech Seed, Tackle (16 PP remaining), & Growl (36 PP remaining) ***Exactly as so, with moves in that order along with PP**
(the reason for these moves in particular is because it learns them at a convenient time.) ... WHY SO EXACT?!?!?
Spoiler:
The Reason: Ordinarily, talking to the Youngster from the right causes your game to softlock. The reason is due to your character being outside of coordinates game searches inorder to determine the path. Your Bulbasaur, exactly as so, along with viewing it's stats will cause the game to locate Bulbasaur's values.. using those to determine the path.
Remember: If you press "Select" on a move during battle, you can rotate it's order.
If you can't do the Bulbasaur, try this instead-
Spoiler:
1st Pokemon: Special Stat of 16... *Can't be Rattata* 2nd Pokemon: Pidgey with 15 HP remaining
... If a Rattata is in the 1st two positions, your game will still cause soft lock.
Instructions:
1) Enter & Exit a different area and return to the Youngster... he'll still be there, in his old spot.
2) View the stats of your Bulbasaur (or poke alternative), then Talk to Youngster from the tile on the Right.
Note: If you did this right, you will start walking automatically & the menu should keep popping up.
3) Hold "B" button when the menu is closed to walk around in any direction.
Note: The path returned in this method will cause a value overflow, overwriting the buttons you're not able to use at all times... giving you the ability to walk through walls.
*IMPORTANT*
- If you allow the game to do the walking for you, it will cause you to follow a glitch path.
- As long as *You* continue walking while holding "B" button, it will act just like any regular walking through walls.
- Walking on grass tiles on either side of Pallet Town can cause game crash.
Glitch will end after:
~ Walking through any entrance (doors, caves, etc)
Cerulean City Poke Center- Red (probably Blue also)
* Glitch:
10/16/18- Lol this never happened to me in all the years of playing, until today... There's a male NPC near the PC and Cable Club NPC. That male NPC contains 2 glitches. 1) Glitched steps: After speaking to this NPC (who talks about Bill) and a for a fraction of a sec after talking, he may then face south and shuffle sideways like a fiddler crab. xD 2)Glitched walk pattern: That male just walked on top of the Cable Club NPC and I followed him to the restriced area behind the Cable Club desk to have a look around. XD
Cerulean City, prior to bike voucher- Red/Blue
* Glitch:
If you talk to the Bike Shop ower & exit shop menu using "B" button, after that.. talking to NPC's selecting or pressing "A" button observe objects will load text instantly without any delay between letters.
- This is corrected when opening/closing start menu (which may appear glitched), talking to the Bike Shop owner again, healing at a Poke Center, or loading a Yes/No text box.[a id]Quick Mew[/a id]
Cerulean City, prior to gym: Getting *Mew* Quick
* Exploit:
Spoiler:
Please Read:
You'll be using a glitch called "Trainer-Fly" inorder to obtain a non glitched obeying level 7 Mew at the earliest point in your game... without ever needing Fly. First, you'll need a long range trainer (to make it easiest). In this case, the Jr. Trainer West of Nugget Bridge on Route 24, will be good for this job. You'll also need a way to get away from him.. in Red/Blue, an Abra with Teleport is found in Route 25 (a safe distance away from Jr. Trainer). But to get Mew to appear via glitch method, you'll also need the next trainer's final Pokemon to have a Special stat of 21 (without crossing over Route 24 during it). In this case, the 1st Swimmer (using that level 16 Shelder) in Cerulean's Gym is perfect!
Yellow: It's possibie to do this in too (using those same 2 trainers)... but will take longer if you have no way to trade an Abra over. If you can't get Abra traded into Yellow, you'll need to make your way through Route 25 and help Bill out, in his Sea Cottage.
After helping Bill, go to Cerulean and take care of Team Rocket (the house behind gym) inorder gain access to Route 5... take the Underground Path to Route 6 and go catch yourself an Abra, might as well be from that patch of grass right in front of you... then head back to Cerulean. * Also, if you're doing this in Yellow... Don't talk to Pikachu during the instruction process!!!
~ This may seem overly precautious, but better safe than sorry.
Note: This isn't only point in the game you can use Mew glitch to obtain a Mew. You also get a 2nd chance much later, by avoiding the Youngster facing North on Route 25 with his level 17 Slowpoke (Special stat of 21). Avoiding him early on means you can battle him much later in the game, after you can use Fly... to get yourself a second one!
(refer to "2nd Chance Mew" tutorial)
You Will Need:
~ To beat your rival and everyone else on the Nugget Bridge.
~ Abra with Teleport.
~ To be able to fight both Jr. Trainer (West on Route 24) & 1st Swimmer (in Cerulean Gym).
~ A supply of Pokeballs for catching Mew with.
**Please Read & Follow Instructions Carefully**
Instuctions:
1) Heal at Cerulean's Poke Center with Abra in your Party... Even if you don't need to heal them.
2) At the end Nugget Bridge, walk west the length of the water's edge.. plus one step further.
Note: This makes it so the Jr. Trainer is 1 step off your screen.. and from the North, making your next step forward in his direct line of site.
3)Save Your Game!
*** This is the *Only Time* during this, prior to Mew.. When You Should Be Saving.
- At this point in the process, you'll always be safe here.. even if you get Trainer-Fly wrong or if the worst happens later, all you have to do is reboot your game to get back to this point.
Note: Typically, long range trainers face South (by default) on that first step forward to reveal them on the screen, before turning to their correct direction (on the 2nd frame).... this gives you the split second you need to open start menu before he "sees" you.
4) Take one step forward *Immediatelty* pressing "Start" button to open menu.
5) In your menu, have Abra use Teleport to get you back to Cerulean City. ........ If you did this right, the moment you use Teleport, you'll see a "!" above Jr. Trainer's head but Teleport kicks in before he can walk forth and challenge you.
6) From Cerulean City, go Cerulean Gym and have the 1st Swimmer there approach to initiate the battle.
Note: If you're in Cerulean City and notice your "Start", "A", and "B" botton no longer function properly... Don't Worry, that's the side effect of using Trainer-Fly glitch. The game still thinks a trainer is about to approach you to do battle, this is why you need the next trainer to approach you inorder to initiate it.
7) After defeating the Swimmer, make sure you *open your start menu at least once* before returning to Route 24's Nugget Bridge. .... also make sure you don't to talk any NPCs or do anything else along the way and no saving.
(for info pertaining to NPCs, refer to "0 ERROR")
8) Upon entering Route 24, your start menu will pop up on it's own. .... You want this, that's a good sign. The start menu is always safe popping up this way.
9) After closing the start menu, you'll immediaty start battle with a level 7 Mew.
10) Make sure you don't knock out Mew in the proccess and capture it.
* At this point, after capturing Mew.. go to Cerulean City's Poke Center and save your game.
* Trick:
You can fish for wild Pokemon in this gym!
- In Yellow though, only Old Rod and Good Rod works in there.
* Bug:
The water tiles in Cerulean's Gym have wild Pokémon data programmed in there by mistake.
- Lorelei's room (E4) also contains this game bug, but was fixed in Yellow.[a id]0 ERROR[/a id]
Cerulean Gym, After Obtaining Surf
* Glitch:
If there's an NPC or pick up item on a walkable tile Right of a water tile, then you can stand on water just by using Surf.
Both the female NPC next to Misty and Misty herself are affected by this glitch. If you Surf and stand Left of the NPC (or item) then stand Left of the target, facing the target by looking right.. using Surf at that point won't give you a message stating "You can't get off". Instead, it will cause you to stand on a water tile.
- Cerulean Gym isn't the only place this happens. It can also happen on Route 12 (using pick item which requires Surf), Route 17 Cycling Road when using walking through walls (2 NPCs, Cue Balls need to be defeated 1st or Start menu won't open while standing on water), and Sea Route 21 (2 Fisherman, 1 on each platform).
Route 6
* Glitch: "0 ERROR"
Spoiler:
- "0 ERROR" (to it's fullest extent) occurs on Route 6 if you haven't fought 2 Jr. Trainers and 1 Bug Catcher, along with multiple factors performed on your end to follow... making the entirety of Route 6 become glitched.
- Simular errors can also occur on other Routes in R/B/Y when doing the Mew Glitch wrong.
"0 ERROR" refers to the 0 ERROR textbox message you may get when trying to open the menu while this glitch is active. Each textbox in the game has an ID and textbox ID numbers that's unique to the route. Two different routes may have two different textboxes assigned to text box 1, but Start Menu is always "0". When talking to regular NPCs, reading a sign, interacting with PCs, or anything that opens a text box, the text box ID is loaded into memory. Normally when battling a trainer, the map script pointer increments twice. However, by talking to NPCs before returning to Route 6 (where the glitch began), the text ID can be set to one that points to a trainer's text. When this happens, the map script increments again (to the invalid ID of 4). This causes the game to attempt to read other data as map code. Much of the text box error is not visible because it has not ever actually written into the video RAM. Some of these text boxes are invalid ones, which may result in more battles that increment map pointer even further. Other text boxes are just glitch text ones. Some glitch text may also include text script and sound commands that can play any sound in the game... this is the cause all the random glitchy noises during this glitch. Some invalid map values will simply make the game crash, which may happen by fighting trainers after already glitching the map. This may take some time though, due to the lag if not being forced to fight trainer by the glitch text, or by performing the glitch in a route that has crash causing data immediately after the map script data.
This should not be confused with Mew glitch itself, which also includes Trainer-Fly glitch and simular steps performed. Under the circumstance of "0 ERROR", by Route 6 trainer dialogue including script text data which initiates a battle... you're overriding the battle triggered by Mew glitch, with this battle.
~ If you would like to exploit this glitch, just to witness it's effects... *Don't Save AT ALL While Doing This Glitch*... and do the following:
Spoiler:
- I'm using Trainer-Fly on the Bug Catcher to the West, he is a long range trainer (despite the fact he's deep in grass).
- On the way to Vermillion City (via Route 6), I battled the Bug Catcher to the East, to ensure glitch is to it's fullest extent. For glitch to it's fullest, you must have perfect symmetry between battled/non-battled Jr. Trainers/Bug Catchers. Meaning 1 Bug Catcher, 1 female Jr. Trainer, and 1 male Jr. Trainer fought & not fought.
- I'm using Vermillion City as the Trainer-Fly demonstration. Also, fighting 1 trainer on Route 11 which hasn't been fought yet.
- If you're going to use Teleport for the Trainer-Fly glitch portion.. Make sure you heal at Vermilion City's Poke Center beforehand, to ensure that's where you're Teleported to[/U].
Instructions:
1) Stand on the right side of the North-East path of Route 6, with grass blades 3 & 4 directly to your right.
2)Save Your Game!... You should have him where you want him (in line of sight, one tile off screen). ...... This is just in case you don't get Trainer-Fly right on first try with this one. This is the *Only Time You Save*... I don't want you screwing up your game from this.
3) Take 1 step Left *Immediatelty* pressing "Start" button to open menu then Fly or Teleport to Vermilion City.
- If you did this right... the moment you use Fly or Teleport, you'll see a "!" above Bug Catcher's head but Fly or Teleport kicks in before he can walk forth and challenge you.
4) When you return to Vermilion City, walk East to Route 11.
Note for the future:
Spoiler:
~~~~~~~~~~~~~~~~~~~~~~~
At this point... your "Start", "A", and "B" botton won't function properly.. as the side effect to Trainer-Fly. ... the game still thinks you're about to battle, and a trainer is walking forth to innitiate it.
To Reverse It, At This Point: a) Interact with PC, by switching PC boxes, to save your game. ..... PC function is possible at this point.
b) Reboot game then push a boulder using Strength... this counts as an NPC moving. ...... If you have no access to Strength yet, talking to Pewter City's Youngster and have him walk you to the gym (if you skipped it) also counts. ...... If you didn't skip Pewter Gym, talking to the NPC next to Pewter's Poke Mart.. the "Museum Guy", and having him walk you to the museum counts too.
~or~ a) Cause an NPC to move, via a script.. to prevent game freeze later. This also includes trainers.
b) Next, fight any trainer or wild Pokemon *not* on Route where you started Trainer-Fly glitch. ~~~~~~~~~~~~~~~~~~~~~~~
5) Once you enter Route 11, battle any trainer there.. making sure the trainer walks up to you to initiate the battle.
6) After defeating the trainer, return to Vermilion City and speak to any NPC (not man with a machop).
7) Return to Route 6 *Without* opening start menu.
Note: Opening start menu at this point will overwrite the stored textbox ID of whatever textbox that was seen last with "0", the start menu... Pfft, merely performing what would be just a "Mew glitch". But you don't want that, you want Real Glitches! xD
8) When you enter Route 6 & if you did this right: A message will appear, usually something that one of the trainers on Route 6 would say before battle, and a battle should start.
* After winning that battle, "0 ERROR" glitch will be active.
* Don't save At All after performing "0 ERROR" glitch.
... Just have fun with this glitch! The more you do on Route 6 now, the more glitchiness you get. xD
The following can (or will) happen during this glitch:
~ Game freezes more likely to occur.
~ Your character and NPCs moving very slowly.
~ Glitchy noises occuring at random.
~ The sprites of trainers flickering, disappearing, sometimes teleporting around.
~ Unable to open menu.
~ Text becoming glitched.
~ Being forced to continiously battle a trainer after the battle has ended.
* All this occurs because of the game loading invalid map script data.
* If game is saved after performing this glitch, the effects will become persistent as map value scripts persist through save and reset.
... Feel free to just shut your game off reboot after you've had your fill, demonstration is over. xD
* Glitch Warning: If you cut down a tree, then standing in the spot where that tree was while saving, and restart your game... you softlock because now you're "standing on the tree" (stuck on a tree). **The only way to correct this, at this early point in the game, is by having a Pokemon in your party who can use Teleport.
... This glitch occurs because engine for Red wouldn't store the data needed to remember that the tree has actually been cleared.
Vermilion Gym- Red/Blue
* Glitch:
Enter Vermilion Gym then walk directly Left, then Up.. so you're facing the bottom left trash can and press "A" to check it. while that text screen is up, one of the Gym Trainers will be misplaced then return to his normal spot once text box disappears.[a id]Save-Surf[/a id]
Vermilion City, after you're able to use Surf
* Returning S.S. Anne Exploit (Save-Surf exploit)
Spoiler:
1) Stand next to a water tile that's facing Up, Left, or Right.
.... For Returning S.S. Anne: Stand one tile above and to the left of the sailor guarding harbor, that's what I do to bypass the sailor, by surfing on him. xD
2) Walk Right, pressing "Start" without letting go of the D-Pad.. then save and reboot game.
3)If you did this right: When you load that save file, your game will start with your character facing to the Right as it was during Step 2 (tricking the game)... make sure you don't move your character!
4) At this point, use Surf and you'll surf on the tile immediately to the south (even if it isn't a water tile).. In this case, surfing on top of the sailor.
5) Surf over the sailor then walk down the harbor... Now S.S. Anne can be can be boarded again.
* Trick:
Without a Silph Scope, you can still see a Ghost's true identity by viewing the stats of any Pokemon in your party then returning to battle screen. However, this is only a graphical glitch, it's still impossible to fight or catch it.
* Trick:
Using a Poke Doll on Ghost Marowak in Pokémon Tower, even without Silph Scope.. will cause it to permanently disappear.
* Glitch:
Seeing Gastly, Haunter or Cubone as a Ghost form will register it as seen in the Pokédex, even if you don't have the Silph Scope.
- But the unavoidable Pokemaniac has a Cubone in the first area of Rock Tunnel from Route 10... so you already got Cubone anyway. xD
* Glitch:
After rescuing Mr. Fuji from Pokemon Tower, before he gives you the Poke Flute upon returning to his house, your character will be placed on the right side of exit mat. If you then try to leave by walking down, you'll be block from exiting. If you then either step up, left, or right.. the dorr will work again.
Celadon Dept. Store (4th floor?)- Red (probably Blue also)
* Glitch:
10/16/18- Lol huh, interesting... 2 NPCs in the same run, I guess this can affect multiple NPCs in different ways. xD
Glitched Steps: On the floor where Male NPC (on the right) talks about getting his girlfriend a Poke Doll. If you talk to him then press "A" for a split spec immediatelty after talking to him, he shuffles backwards like he's super-fly. xD
Celadon Department Store, Top Floor
* Trick:
If you have at least enough money for a Fresh Water (200), but not enough for a Soda Pop or Lemonade, the vending machines will still allow you to buy the more expensive drinks. Your money will just go down to 0 rather go into the negative numbers.
Celadon Hotel- Red/Blue
* Glitch:
There's a PC in here even though you can't see it. Go to the same spot where you would find it at any Poke Center and face up, you can access it there.
Celadon City, Game Corner
* Trick:
There's always one random slot machine assigned as a lucky slot machine each time you enter. Test using 3-4 (best using 4) coins on each one until you find the one that's "hot", and stick with that one for your session. A regular slot machine has 2/256 chance, but a lucky slot machine has 5/256 chance of a spin hitting a special 7 & bar mode "mode super". During "mode super", it's much more easy to win at the slots.
* Bug:
That was not supposed to happen in "mode super", it's bugged. The intent was the wheel advancing until a 7 appears on 1st wheel, or maximum of three rolls is reached. But due to a bug, the wheel will advance four times regardless of the symbols shown.
Celadon City, Rocket Hideout- Red/Blue
* Glitch:
If you're standing to the left of Team Rocket Grunt who has Lift Key and talks to him, Lift Key will appear underneath you when he drops it. After moving downward though, you can still collect it.
- This was fixed in Yellow, by having Grunt automatically drop Lift Key as soon as he was defeated.
Celadon City side, To Cycling Road (after Poke Flute & Snorlax)
* Glitch:
If you Bike Left until you're at the edge of the map, you'll see trees. If you then if you Bike Down until water is on the left of map's edge, then turn around and Bike Upwards again.. some of the map's edge is now water instead. xD
Cycling Road, Route 16/17
* Glitch:
There's a sign on the edge of Route 16. When you stand in front of the sign and press "A" to read it, it will display no text at all.
... This is due to the fact that you're technically on Route 17 while trying to read the sign which is on Route 16.[a id]2nd Chance Mew[/a id]
Saffron City: 2nd Chance *Mew*
(Plus Trainer-Fly/Mew Glitch in depth.)
* Exploits:
Spoiler:
Trainer-Fly in Depth:
Spoiler:
Trainer-Fly is an extension of Mew Glitch.
Trainer-Fly Glitch involves fleeing from a trainer at the moment they will notice you before being able to innitiate battle. It's also not dependent on the use of Fly. Depending on the situation/location when exploiting this glitch.. Teleport, Escape Rope, Dig, or Blacking Out can be used as the means of fleeing instead. In the best of situations, it involves a "long range trainer". Long range trainers see your character once they appear at the edge of your screen in direct line of sight. Typically, long range trainers also face in a fixed direction. Upon entering a new area or even a building, typically upon first showing up on your screen, NPCs will face South on the first frame (a flaw), then correct direction on the second frame. With long range trainers, you can use this flaw to your advantage inorder to trick the game. If you have that long range trainer one tile off your screen but in that same line of sight, taking one step forward immediatly pressing "Start" at almost the same time (almost while taking that step), will allow you to pause the game before they actually get the chance to "see" you. At that point, you select the appropriate move or item to flee with. During the time you use that move or item, you'll see a "!" on top of that trainer's head but end up fleeing before that trainer can approach you to innitiate battle. At that point, the map script of the route you left is set to a value where the game is constantly trying to display pre-battle text and start a battle.
With that said, this doesn't come without consequence, the game still believes a trainer is approaching you to innitiate that battle even after the fact. During which time.. Your "Start", "A", "B" button won't function right.. can't directly talk to any NPCs.. can't access your menu.. if you approach a trainer now with no tile space between you, it will make your game soft lock. Your game soft locks then because with no tile space between you and that trainer, meaning no space for that trainer to approach you.. the game gets stuck in a loop, preventing the battle from occuring plus preventing you character from regaining control.
The game now requires the value that contains the ID of an enemy trainer in the overworld, also the unmodified trainer's pokemon not to be "0" if to start a battle (due your game being in a limbo with no opponent's Pokemon stats). You must now have a trainer battle, but that trainer has to walk up to you inorder to innitiate it.
This is where the start of Mew Glitch comes in. Make sure your next trainer battle is in an area doesn't involve re-entering where the long range trainer was.. you'll cause the end results not to work if you do so. During the next battle, when that trainer approaches you to innitiate it, the game takes down the Special stat of the enemy trainer's last Pokemon during that battle. After that battle, you're character will regain full control and can access start menu again at will. But inorder to do a textbook Mew Glitch, you must open your start menu at least once (even to just use Fly counts), then return to the route where the long range trainer was.. Where the Glitch Began. Upon entering that route, your start menu will popup on it's own... you want that, it's good to have the start menu popup up in this way. After closing the menu, a battle immediately start due to it being in a state of constantly attempting to show enemy trainer text and start a battle. This ends up generating a battle with a wild Pokemon based on the Special stat of the last Pokemon battled and the level based on the attack stage modifier (with default level being 7). In the case for Mew to appear, that trainer's last Pokemon used must have the Special stat of 21 (in relation to it's index number).
With that said, Mew is not the only Pokemon you can obtain through "Mew Glitch".. I also encountered many Pokemon this way, litterally every valid Pokemon can be encoutered this way (especially using Ditto Glitch). I also encountered MissingNo this way.
You can even take it a step further and add Ditto Glitch to the mix. After the trainer battle for mew glitch, if a Pokemon in your party already has desired Special stat needed corresponding to Pokemon index number you want, you can battle a wild Ditto before returning to where glitch began. After the Ditto Tranforms into your Pokemon with the desired stat, Ditto will also have that desired stat. After defeating or fleeing from that transformed Ditto, the new Special stat will be loaded into memory instead (overwriting the previous one from the trainer battle). *Upon flashing your menu then* and returning to Where the Glitch Began, making sure to not battle anything or do anything else inbetween, the Pokemon that will appear through mew glitch this way will correspond to the Special stat of your Pokemon instead.
- Be careful when doing this though, it's Very Easy to end up with a Special stat that's too high if you don't do a little investigating first.
- I encountered Glitch Pokemon a few times that knew Super Glitch and a few Glitch Trainers affected by ZZAZZ Glitch this way too.
In the spoiler below, I provided *All* the information I took down while actively doing this. In the case of Old Man Glitch.. for Pokemon you wanted, but your name restricted you from getting it (or playing Yellow), the Pokemon level via Old Man Glitch (from that spoiler) is also it's Dec#. Meaning, the level# of the Pokemon there will be the Special Stat# you need inorder to encounter it.
Food For Thought.. Before "Experimenting":
(*please read*)
Spoiler:
Text Box Errors
If you cause a text box to pop up prior to enter where the glitch began, like from talking to an NPC or reading a sign, something other than the start menu will popup upon entering that route... which isn't a good at all. When this happens, it's due to having a text box other then "0" saved into memory. This often leads to a text box that's pointed to a trainer's text, overriding the Mew glitch battle. Instead, you'll often get a text popup consisting of something a trainer that route would say prior to battle.. then followed by a battle. After that battle, you have glitched the map & glitched the route you're on. Don't Ever Save When That Happens. .... Refer to "0 ERROR".
________________
This MissingNo is not safe when caught in Yellow, despite the really cool effect it has in your game. This is all due to the Pikachu garbage sprite it's made up from. When captured, it often creates multiple sprites of your character, sometimes other NPCs aswell.. just walking around all over your screen. It's possible to talk to them if your own sprite didn't become invisible in the process.. also helps if the sprite you want to try to talk to aligned to the grid. You may display text from the area or just glitch text from doing that though. Plus colliding with the NPCs then is a bit buggy, but the game can still handle it despite the fact it really doesn't like it. xD
- In Yellow battles, due to it's invalid sprite pointer.. it is more than likely to make your game freeze or hang.
- In Yellow, after giving it a Rare Candy to push it past Lv.1, it will have almost infinate health. When damaged in a Yellow battle at that point, it will then scroll through numbers, letters, and glitch symbols.. rather then it's HP going down in numbers, causing it's HP bar to stretch the entire width of screen... making it virtually unfaintable. It's a shame the game freezes so much when you try to use it. xD
... Yellow's MissingNo is safe when traded to Red/Blue, just it won't be so cool in the end.
Glitch Pokemon through Mew Glitch appear if the last Pokemon's Special stat from that glitch exceeds 190... with 190 being the highest valid Pokemon index number. A Special stat of 191-199 will result in a Mew Glitch battle with a Glitch Pokemon, which could already know Super Glitch... or is pretty much guaranteed to learn Super Glitch moves.
- A Special stat of 193, 196, or 199 will lead to Glitch Pokemon that cause game freeze.. at least they did for me.
"Super Glitch"
Spoiler:
This is a broad term used for any glitch move the has volitile qualities (existing in hexidecimal slots A6-C3). The actual move name itself can vary.. either having glitchy symbols for a name, a very long string length for a name (which the game can't handle), a Pokemon in your party as the move's name, or no name at all.
The "Super Glitch" moves also vary in type, power, PP, accuracy, and actual move effect.. like normal moves do (due to hexidecimal slot spectrum). But... All "Super Glitch" moves have glitch side effects. Using PP Ups on Super glitch moves will also greatly amplify it's data corrupting ability.
- The most dangerous "Super Glitch" move is Hex:A6 with corruption guaranteed.
Super Glitch moves do have damaging and even game breaking qualities including RAM corruption, even trying to display it in a Pokemon summary page, even just having it learn a level up move when you can have Super Glitch move present on it's move list.. mostly in the case of Glitch Pokemon.
- Glitch effects can vary after a Super Glitch move is used in battle, from either end.
- Some glitch effects can occur just from opening the party menu before ever having Super Glitch on the fight menu screen. It can range anywhere from, can even be multiple effects:
~ Freezing/crashing the game.
~ Giving some areas in the overworld volatile "Glitch City" qualities, as Glitch City merges with regular map.
~ Leaving some your team with the HP draining affect as if they were poisoned plus have glitchy names instead.
...... In most cases, not even part of your team prior to that battle.
~ Turning your character's name into a glitch name instead... making it so you can't even save your newly corrupted game in most cases.
~ Trying to heal at a Poke Center will make your game crash.
~ Sound distortion then ceasing.. followed by the opponent trainer changing to glitch trainer "TMTRAINER" along with using glitch dialog, then having his/her pokemon's HP rise to a ridiculious level (surpassing the HP bar itself, stretching full width of the screen, making it "unfaintable")... and if that wasn't enough for you, "TMTRAINER" also comes with combo status messages aswell.. like the enemy's Pokemon is frozen solid, plus it's status symbol says it's burned.... then it gets hurt by the burn, depleting all it's HP in one shot, then gets sent back out with full HP again. xD
~ Complete & Utter Game Corruption.
....... just to name a few.
It's also possible for Super Glitch move to activate outside of battle if a Glitch Pokemon knows a certain move along with Super Glitch, like in the case of Yellow's Glitch Pokemon Q ◣ knowing Mega Punch, aswell as Super Glitch. If Q ◣ uses Mega Punch in battle plus knows Super Glitch, then the Super Glitch effect will activate after battle as if Super Glitch was used instead.
There are ways to avoid such Super Glitch corruption:
- I noticed while in Celadon Mansion's ground floor, I could view party members with Super Glitch moves on the screen without causing corruption, which was useful when leveling them up, a good deal of them could learn multiple Super Glitch moves via level up... but it could have been sheer luck when I did that.
- Also, many Super Glitch moves can be used successfully avoiding significant Super Glitch corruption by having a 0x50 sub-tile early enough in the saved screen data. A 0x50 sub-tile is part of a set of 4, known as a tile block.
The game saves screen data every time you open a menu. If you didn't have a 0x50 sub-tile on the screen data copy prior to using Super Glitch, the game would be copying too much data (due to the corrpution).. likely causing game freeze in the process. This particular sub tile (index# 80 Hex:50) can be used as the buffer for using many Super Glitch moves. *Examples:https://glitchcity.info/wiki/0x50_sub-tile
Note: It's not the Glitch Pokemon itself that's so brutal and dangerous, it's the Super Glitch move that makes it so dangerous. Depending on the Glitch Pokemon in question, it knows Super Glitch move but once sent over to Yellow, it forgets Super Glitch completely (in some cases, vise versa)... in that sense, making it not much more dangerous than a Red/Blue MissingNo.
- None the less, Glitch Pokemon themselves aren't all that safe either. I've certainly used them enough to know that much. In some cases though, a certain Glitch Pokemon can be very useful in your possession.. but personally, I still don't trust them.
.... Don't put your trust into Glitch Pokemon other than MissingNo duplicating some of your items.
It's kinda like a weird illness Glitch Pokemon can have, due to it's invalid Pokedex number, upon entry shown after catching it. Valid Pokedex entry numbers only exist from 001-151 in 1st Gen.. meaning the entire "No. 000" family (including MissingNo) has the risk of being affected by this upon capture. Upon showing Pokedex entry of an invalid dex number, an affected Glitch Pokemon will become a Rhydon (along with moves replaced by Rhydon's moves at that level, if Rhydon was caught).
* If then sent to Bill's PC, it will become an Unstable Hybrid Pokemon, with original Glitch Pokemon as recipient & Rhydon as donor. Hybrid Glitch Pokemon can't be affected by this "illness" because they have Pokedex numbers equivalent to official Pokemon.
Some ways avoid Rhydon glitch:
~ Encountering Cubone. Glitch Pokemon from "No. 000" family doesn't show a Pokedex entry if you encountered Cubone.
~ In the case of Yellow's 3TRAINERPOKe₽ (#176), if it was wild.. an Arbok would need to be encounted.
~ Obtaining a Glitch Pokemon twice.. meaning the second one caught (and after that) won't have a Rhydon convertion take place.
~ Obtain a Glitch Pokemon by evolution.
~ Trading Glitch Pokemon in one version inorder to obtain equivilant Glitch Pokemon in return.
If this happens to a Glitch Pokemon, you can still get it back it's old Glitch Pokemon self (more or less), by turning it into a stablized hybrid.
This can be done by:
~ Depositing & Withdrawing from Pokemon Day Care.
~ Evolving it the way the Glitch Pokemon would.
~ Trading it to Stadium 2.
The Glitch Pokemon will still have nickname "RHYDON" after being stabilize. These Glitched Pokemon can also learn every move Rhydon can plus can be traded to 2nd Gen.
A Special Stat between 200-255 will lead to a Glitch Trainer battle, often using Glitch Pokemon (some knowing Super Glitch) instead. Both Pokemon & Trainers are stored in the same table.
- I was even able to battle a non-glitched Professor Oak this way with Special stat of 226.. plus lowering that wild Ditto's attack by 4, 5, and 6 stages (triggering the different Oak non-glitched team variations).
But you have to be Very Careful when doing this.. 200 & 248-255 are All invalid Trainer classes which may lead to ZZAZZ Glitch.
- Red/Blue: Special stat of 248, 251, 252, 254, & 255 are likely to lead to ZZAZZ Glitch.
- Yellow: Special stat of 248, 249, 250, 252, 253, 254, & 255 are likely to lead to ZZAZZ Glitch.
Tbh, I had an equal share with Special stat of 200 ZZAZZ (JACRED). I personally think it's far worse than any other ZZAZZ Glitch Trainer. ... You're best off looking at an index table (roster) related to Glitch Trainers before attempting battles in this way.
ZZAZZ Glitch
Spoiler:
This can happen through Cable Club Escape glitch *but* Usually Happens Through Using *Ditto Glitch*... but that poor Old Man gets blamed for it anyway, even though it probably had nothing to do with the demonstration he gave you. xD
- I also encountered this once through using cheat codes to summon random Glitch Trainer battles.
The term ZZAZZ, comes from the name "OLD MAN" (6th character being the letter "A") combined with this glitch.. making "ZZAZZ" in the end.
It's both a memory and data corrupting glitch triggered via Glitch Trainers of invalid trainer classes. The core of this glitch is based on the routines used to calculate money awarded after a battle. Upon encountering a Trainer, the base money payout will be multiplied by the level of the last Pokemon and the prize money capped at 9,999 (009999).
The problem is.. Glitch Trainers have a high or invalid money value, causing the game's arithmatic functions to fail.. corrupting money pointer in the process. An even greater ZZAZZ Glitch corruption occurs on top of that if the last level of the Pokemon on that Glitch Trainer is high or a Lv.0 (technically making it a Lv.256). When ZZAZZ corruption happens, byte 0x99 is written to the first 2 out of every 3 bytes each time the calculated award exceeds 9,999. The game resets the payout back to 9,999.. moving the payout money pointer 3 bytes forward, then keeps writing hex:9999 to memory addresses located past the winning money bytes while still having additions left to do.. then encounters yet another money cap over and over again, destroying many key variables in the game.
- With Pokémon Red/Blue/Yellow, money is stored so that a hexadecimal value represents a decimal value, which is to why ZZAZZ Glitch writes 99/153 (Hex:99 Dec:153) to so many things. Everything pertaining the multiple of 3 is due to the game when it was trying to do the math.
When you encounter a Glitch Trainer that triggers ZZAZZ glitch, many in-game variables will be changed to a constant of 153 (due to Dec:153). All the Z's overwriting your name is due to the letter "Z" having a hexadecimal identifier of 99 or 153 in decimal.
- If your character's name was 2 letter long, your newly corrupted name is ZZ.
- If your character's name was 3-5 letters long, your newly corrupted name is ZZ<-3rd letter->ZZ.
- If your character's name was 6-7 letters long, your newly corrupted name is ZZ<-6th letter->ZZ. ... if the 3rd character or the 6th chacter of the name lands on a space, it uses the letter after that instead.
All of your team except your 3rd and 6th Pokemon are now Lv.153 Bulbasaurs, Hex:99 Dec:153 (making it "Z" poke for Old Man Glitch)... with Explosion (Hex:99 Dec:153) being all but the 3rd move, due to the multiple of 3... with your non corrupted OT.
In a way.. "poke wise", it isn't too much different from what a regular glitch trainer may have. In the case of ZZAZZ however, it will likely be a Lv.153 with an insanely high HP.
- At this point, your game is completely screwed up.. Your battle sprite is corrupted from that point on. Depending on what your orignal name was, your team may not obey you anymore (especially Lv.153 Bulbasaurs). Even trying to view your party or attempting to make a move will make your game freeze about 99% of the time, due to ZZAZZ Glitch Trainer's AI.
- Because the battle itself is such a case of corruption, you can escape the battle simply by throwing a Poke Ball. The reason using one will end the battle is because it's memory address used is set to Hex:99.
This address is responsible for ending the battle in Old Man's demonstration when it's a non 00 value. ... But in that Old Man's defense, using Any Item should end that battle! xD
- If you made it out of that battle, you'll be left with a team of Lv.153 Bulbasaurs with the move Explosion. Anything that ended up beyond the 6th slot during it will be changed, affecting unrelated bytes. If the glitch changed the end Pokemon variable in your name ("Z") to a Lv.153 Bulbasaur with Explosion.. poison damage may occur. If it does, this will end up decreasing unrelated memory addresses by one, every four steps you take at that point.
- If you deside to going after that, you may noticed other things have changed.. like your menu size being larger/much higher (a glitch box set), including the chance of "glitch options" when trying to save, sometimes making your game crash. This is due to the box set having an index number of Hex:99, corrupting memory addresses past the screen data from the box being too large. This can be corrected by talking to Nurse Joy and selecting "Cancel", reseting the value back to 0. You can also use the PC if you have to, switching boxes to indirectly save instead.
- If you're lucky, You chose a name length that still allows you to load your corrupted game file after that. A name exactly 2 or 5 characters long... will still have the same string length after the corruption, so it may load ok if your name was that length from the start. But far as your "team" goes, if you didn't have the previous name of ZZ, ZZAZZ, ZZBZZ, ZZCZZ, etc... they are now treated as traded Pokemon.
But if you thought that was bad, it only gets worse. After this glitch happens, more than likely, you'll run into *this* first before noticing anything else... The next regular trainer you fight will become a glitch trainer, I call this one the "Death Trainer". xD
This final link to this glitch happens because, after ZZAZZ Glitch corruption, the next regular trainer you fight is considered a "Link Battle Trainer" to the game. This is due to values that is changed to Hex:99, responsible for whether the Trainer is a Link Battle Trainer or not.
- That trainer will have your character's sprite. That trainer will more than likely have your original name.. but sometimes may have your ZZAZZ glitch name, or some different glitch name instead. For Glitch Pokemon, trainer will usually have a team of... 'M (FF) aka. Charizard 'M for Red/Blue -or- Q ◣ for Yellow, with at least one of them having an insanely high HP and Impossible To Defeat.
- But to make matters worse, you can't escape from this battle using an item or anything... You're Screwed.
ZZAZZ "JACRED" (Red/Blue) happens when you do Ditto glitch with a Special stat of 200 plus lower attack by one stage using Growl. When this battle happens, it also corrupts your bag. Like other ZZAZZ Glitch Trainers, you can escape this battle by throwing any type of Poke Ball. If you open your bag though, it's almost completely filled with glitch items called "PokeTrainer" (Hex:99 Dec:153) plus many of the item quantities get changed to 153... but below the cancel button, you'll usually find a Poke Ball of some kind to escape with. After escaping though, you corrupted the map. You'll end up in a Glitch City, of sorts. You won't be able to save from your menu. You won't be able to escape that Glitch City either, when your party menu is opened.. your game locks. On top of that, there's no Poke Center to restore menu's save option and no PC to indirectly save at.
* If you're doing this in Yellow... Don't talk to Pikachu during the instruction process!!!
~ This may seem overly precautious, but better safe than sorry.
You Will Need:
~ A Pokemon who can use Fly.
~ To be able to fight both the Gambler (West on Route 8 facing North towards Underground Path) & the Youngster (facing North on Route 25, with a slowpoke on his team).
~ A supply of Pokeballs for catching Mew with.
**Please Read & Follow Instructions Carefully**
Instuctions:
1) Have your character stand directly beneath Route 8's Undergound Path's entrance and Save Your Game!
Note: This is the *Only Time* during this, prior to Mew.. When You Should Be Saving.
... At this point in the process, you'll always be safe here.. even if you get Trainer-Fly wrong or if the worst happens later, all you have to do is reboot your game to get back to this point.
Also... Typically, long range trainers face South (by default) on that first step forward to reveal them on the screen, before turning to their correct direction (on the 2nd frame).... this gives you the split second you need to open start menu before he "sees" you.
2) You should already have him where you want him now (in the line of site, directly one tile off screen). Take one step forward *immediatelty* pressing "Start" button to open menu.
3) At this point, have your Pokemon Fly you to Cerulean City. ........ If you did this right, the moment you use Fly, you'll see a "!" above the Gamber's head but Fly kicks in before he can walk forth and challenge you.
Note: If you're in Cerulean City and notice your "Start", "A", and "B" botton no longer function properly... Don't Worry, that's the side effect of using Trainer-Fly glitch. The game still thinks a trainer is about to approach you to do battle, this is why you need the next trainer to approach you inorder to initiate it.
4) From Cerulean City, head to Route 25 and making sure the the next person you battle is the Youngster with the level 17 Slowpoke (Special stat 21). Make sure there's a least one tile between you and the Youngster and he walks up to you to initiate the battle.
5) After defeating the Youngster on Route 25, open your start menu and Fly to Lavender Town then head west to Route 8. .... make sure you don't to talk any NPCs or do anything else along the way either and no saving.
(for info pertaining to NPCs, refer to "0 ERROR")
6) Upon entering Route 8 (the route where the glitch began), your start menu will pop up on it's own. .... You want this, that's a good sign. The start menu is always safe popping up this way.
7) After closing the start menu, you'll immediaty start battle with a level 7 Mew.
8) Make sure you don't knock out Mew in the proccess and capture it.
* At this point, after capturing Mew.. Go to Lavender Town's Poke Center and save your game.
* Glitch:
When you try to take the elevator up to 11F and exit it, you appear standing on the doors (in some cases also blocking your charater). If you then enter the elevator while standing on the doors, the exit mats inside elevator will work.. even if you don't move.
- This was fixed in Yellow.
Saffron City, Silph Co. (post Hall of Fame)
* Gitch:
If you glitched your Hall of Fame from a Glitched Pokemon (like MissingNo) by viewing it's stats.. accessing PC on the last floor of Silph Co, checking Hall of Fame, exiting, then logging out.. you'll end up finding yourself in a Glitch City of sorts. 0___0
Cycling Road Gate- Red/Blue
* Glitch:
Sometimes, when you're in Cycling Road's Gate, there may be a man standing on an object behind the guard.
Cycling Road- Red
* Glitch:
If you depotsit your Bicycle in the PC, certain gates which can be access after going through Cycling Road will be blocked by guards. They will restrict access to you even if you don't require a Bicycle to go there.
* Trick:
Even if you don't have your Bicycle on you, it's still possible to reach Cycling Road without it. Try holding down the "left" button on D-Pad while the guard attempts to preventing you from entering.. that's how I do it in Red. Left on D-Pad, overrides your character's "walk back to the right" movement, thus ignoring return movement.
When successful, once entering Cycling Road you'll automatically be riding a bicycle.. even if you don't have one on you!
Cycling Road Save Reset Bug- Red/Blue/Yellow cartridges
Spoiler:
* Glitch:
This happened to me in the following run... after a Red nuzlockes about to end badly on Cycling Road, many years ago. I also saved in Cycling Road prior to that run's end. My run after that was just a standard run, but didn't realize this bug was even present until a bit after my 6th badge. ... probably because I hated 1st Gen Bicycle so much, plus walking through walls was my best friend. xD
Anyways, after beating Sabrina then clearing through everything else, I had full plans to head to Cinnabar Island next.... slapped Surf on my starter and was gonna hop on it for the 1st time that run, for a full ride back to Fuchsia.. then this message pops up saying "You can't get off here.".. Well that kinda freaked me out, so I walked to Fuchsia instead. xD
Once getting to the shore for Route 19, I then tried to Surf then this other message pops up saying "Cycling is fun! Forget Surfing!" 0____0
... At the time, I had no clue what was going on but the weirdness of it all led me to Cycling Road, for the first time that run. After a quick entering and exiting of Cycling Road (saving after that), the error messages never showed up again.
- I also ran into this glitch, a couple years later... and it happened all on the same game file, just from saving on Cycling Road. But this only happened to me once.
This glitch occurs because saving on the Routes of Cycling Road (16, 17, and 18) writes to a WRAM address that doesn't reset when you start a new game without clearing previous save using Up+Select+B. Other complications may also contribute to this glitch showing up on the same game file sometimes.
This glitch is only visible once you obtain the Bicycle ~or~ Soul Badge and have a Pokemon who knows Surf. After this point, if you try to use Bicycle, an error message pops up stating "You can't get off here."... if you try to using Surf, a message pops up stating "Cycling is Fun! Forget Surfing!'.
I believe these are All the ways you can fix this bug:
Entering & Exiting Cycling Road
-or-
Using Dig, Escape Rope, Fly, Teleport
-or-
Blacking Out (in-battle & in the overworld)
Route 14
* Glitch:
Near the bottom of this route, you'll see a tree. If you cut this particular tree down, then walk 5 steps back from the west of where it was (so that spot, where it was, is at the edge of the screen), then walk back there... you'll be blocked by an invisible tree!
... but you can still use Cut, to cut it down. [a id]Walking Through Walls[/a id]
Safari Zone
*Walking Through Walls Exploit (2 Methods R/B/Y):
... Personally, cheat code way is how I prefer doing it now... far less work, a bit safer too. xD
Spoiler:
The Logic Behind 1st Method:
To walk through walls, glitch method... you must trick the game into letting you exit Safari Zone while it still thinks Safari Game is running, then jump off a ledge exactly when the game thinks the Safari Game should end. When you jump off the ledge, you temporarily lose collision interaction with solid objects until you land on lower ground. You do this on your final step so the game transitions over to another map before you land. After that, collision interaction is never restored. To use this glitch to it's fullest extent, you also need to Black Out inside of Safari Zone's entrance after being warped back when Safari Game ends.
1st Method- Jumping Off Ledge With Poison
Spoiler:
You Will Need:
~ 1 poisoned Pokemon with a high HP (preferably over 124 though, to keep it from fainting too quickly)
......... and No Other Pokemon on You. **** My tutorial will be using a Pokemon with over 124 HP.
~ Potions (enough to aid poisoned Pokemon's HP to keep it from fainting too early) **** It helps to also take in account while using this glitch, depending on how you want to use it.
~ The ability to count your steps while walking (499 steps)
~The ability to also keep track of screen flashes from poisoned Pokemon (which can also help aid your step counting)
~ A ledge right next to you once you get to step 499
Instructions:
1) With only poisoned Pokemon on you, enter Safari Zone Gate, pay your session fee then Enter & Exit the Safari Zone.
2) Attempt to leave then say "No", to the clerk when he asks if you want to leave early.
3) Save then reboot game... now attempt to leave Safari Zone again.
4) Say "No" to the clerk when he asks if you want to play Safari Game, then exit Safari Zone & use a potion on your poisoned Pokemon if it's slightly over or exactly 124 HP (regardless how little HP it lost). *Remember: At this point, you're also on Safari Zone's 500 step counter (running in the background).
5) Count your steps while walking around Fushcia City, making sure you're also not too far from a ledge in the city.
Note: A Pokemon loses HP every 4 steps, causing the screen to flash... So rather then counting your steps, it's possible to count 124 flashes then take 3 further steps instead (w/ 1 step to spare before fainting, using exactly 125 HP). It's also possible to calculate a loss of 124 HP for the poisoned Pokemon and keep track of it's HP in this case (especially if it's over 124 HP). If the Pokemon you're using is below 124 HP, in this case, you'll definatly need a supply of potions.
6) Make sure your character is right next to a ledge, in position, on step 499. Jump over ledge on step 500.
*If You Did This Right: As you jump over the ledge, you should see a glitch drop shadow sprite ("9") underneath your character, then get warped back to the Safari Zone entrance and the background music will stop. At this point, you can walk through walls. IMPORTANT: Also, if you attempt to leave the building from the side where you can't see the doors, your game will crash.
7) You have 2 options when it comes to what you would like to do next while exploiting this glitch:
.... a)Safari Game-
If you speak to the clerk now, all he'll say is "Welcome to the Safari Zone" without asking if you want to enter. If you enter the Safari Zone, they'll give you over 100 Safari Balls and possibly infinate steps (if you have the potions or an antidote to support it upon entering)... but if you do this, you'll also lose your ability to walk through walls.
.... b)Using Exploit To It's Fullest-
To achieve this, walk around inside the building until your Pokemon faints. You'll Black Out then be warped to the last Poke Center you were healed at.
*Planning ahead on where you last use Poke Center, also helps a lot with where you want to use this exploit to it's fullest. - Once you are warped to last Poke Center you healed at, you'll be able to walk through walls anywhere outdoors. ... I would avoid walking though the trees surrounding Saffron City though. Some of tiling in that area is intentionally glitched for the purpose to use against walking through walls. ... Also, avoid walking in the grass area on either side of Pallet Town. Those tiles are glitched with Pokemon data that cause game crash.
The glitch wears off when:
~ Entering a door.. the bridge pier to S.S. Anne where the sailor stops you also counts as a door.
~ After a battle (trainer or wild). .... If you're standing on water tiles when this happens, you won't be able to move after, unless you use Surf!
~ After an NPC forces to move your character.
~ After saving and rebooting game.
You can still talk and interact with NPCs as normal during this glitch. If your poisoned Pokemon also knew Fly, you can also use Fly and keep your walking through walls ability. This glitch can replace the sprites of trainers. This glitch can also trigger Glitch City glitch, depending where you go. In Fushcia City, when you interact with the Pokemon "on display", all they'll say is "!".
* Also, if you save and reboot game while:
Standing on Cycling Road: You can still walk around on Cycling Road without a Bicycle.
Standing on top of S.S. Anne's Sailor Guard: You can enter the pier's bridge and reboard S.S. Anne.
2nd Method:
I found this one out completely by mistake many years ago. My intent was originally to use Safari Method on Pewter's Youngster to see if I could beat him to Route 3 in the end, which I would do in every Red run. But this time around, by the time I flew to Pewter City, I didn't have quite enough steps left to make it to the Youngster... but had enough to make it to the "Museum Guy" next to Poke Mart and desided to try him out instead. xD
... He can give you the ability to walk through walls simular to Youngster's "walking through walls" in Red/Blue.
- I'm 99% positive this walking through walls method will also work in Yellow.
2nd Method: Museum Guy's "walking through walls"
Spoiler:
You Will Need:
~ A Pokemon in your party who can use Fly (or Teleport if Pewter City was the last City you healed at)
~ The ability to count your steps while walking
Instructions:
1) At Safari Zone Gate, pay your session fee then Enter & Exit the Safari Zone.
2) Attempt to leave then say "No", to the clerk when he asks if you want to leave early.
3) Save then reboot game... now attempt to leave Safari Zone again.
4) Say "No" to the clerk when he asks if you want to play Safari Game, then exit Safari Zone. *Remember: You're on Safari Zone's 500 step counter (running in the background).
5) Fly to Pewter City then walk around Pewter & stand next to the "Museum Guy" once you have around 5-10 steps left.
6) Say "No" when he asks "Did you check out the MUSEUM?" and have him walk you there.
Note: If you did this right, before you make it to the Museum you'll hear the PA sound... "Ding-Dong", and a message will popup saying "Time's up! Your SAFARI GAME is over!"... then get warped back to Safari Zone Gate.
7) Exit Safari Zone & you'll find youself outside of Pewter City Poke Mart then the Museum will say "It's right here! You have to pay to get in, but it it's worth it! See you around!"... Then Save & Reboot.
8 After rebooting, walk to the Poke Center and you should see the "Museum Guy" walking downward in a line through the Poke Center door aswell as loop through to the top of the screen from the bottom of the screen also.
9) Talk to him from the *Right* below the Poke Center door & say "No" to him again.
10) At this point, you should start automatically walking down & the menu should keep popping up.
* Hold "B" button when the menu is closed to walk around in any direction *except* down.
* You can use Fly & still retain your walking through walls ability, plus start walking down again. ... I would avoid walking though the trees surrounding Saffron City though. Some of tiling in that area is intentionally glitched for the purpose to use against walking through walls. ... Also, avoid walking in the grass area on either side of Pallet Town. Those tiles are glitched with Pokemon data that cause game crash.
Just Remember: Hold "B" button when the menu is closed to walk around in any direction *except* down.
The glitch wears off when:
~ Walking through any entrance (doors, caves, etc)
* Trick:
Safari Zone isn't the only place to run into Safari Pokemon when you can use Surf.. and you don't have to play by Safari's rules either. Enter & Exit the Safari Zone, then exit South of Fuchsia City and Surf to Seafoam Islands. Surf it's East Coast and you'll find them there! If you can also use Fly and already visited Cinnabar Island before, Fly to Cinnabar instead and Surf it's East Coast.. you'll find them there too!
... Also, any area that has grass and where you can use Fly... When you enter that area with grass tiles, the game will load up all the wild Pokemon data for it. If you Fly to Cinnabar Island after that, the wild Pokemon data from that last area is still in there in memory. Surfing it's East coast after that, the Pokemon from that last grass area will appear.[a id]Spinning[/a id]
Safari Zone, after obtaining 8th Badge- Red
* Spinning Exploit:
Spoiler:
You Will Need:
~ A pokemon that can use Fly.
Instructions:
1) Enter Safari Zone Gate and pay your 1st session fee.
2) Attempt to leave then say "No" to the clerk when he asks if you want to leave early.
3) Save then reboot game... now attempt to leave Safari Zone Gate again.
4) Pay your 2nd session fee then exit Safari Zone... now you should be in Fuchsia City, during a "safari session". Remember: At this point, you're also on Safari Zone's 500 step counter (running in the background).
5) Upon exiting towards the bottom of Fuchsia City, Fly to Viridian City and enter Giovanni's Gym.
6) Walk along the spinners, proceeding to be spun around until your steps for invisble safari counter has been depleted.
7) At this point, your character should freeze then hear the PA sound... "Ding-Dong", and a message will popup saying "Time's up! Your SAFARI GAME is over!"
* If you were in the middle of a spin while this happens, and you did this right:
- You'll be warped to Safari Zone's entrance like you just left Safari Zone. Upon moving, your character will perform the spin animation, and move slower. You still have full control over your charater's movement... but instead of walking, you're now spinning instead.
Actually.. Glitch Cities, in general, is something that really peaks my interest. I seem to find myself always learning more about them, even many years later.
"Glitch City" is a term used in Pokemon, involving a secluded section of corrupted maps. The Glitch City (in most cases) is still technically the same map location itself, even preserving it's wild Pokemon data in most cases. But in almost any game involving an overworld layout with mapping, even platformers.. there's often at least one secretly tucked away within it's residual data or the ability to make a "Glitch City" available through means of blatant cheating or glitch exploiting. From my experience, ROM hacks can be even more bazaar. In some cases, even involving both a stock Glitch City (of residual or original unused data) and a completely seperate ROM hacker's Glitch City filled with even more residual data or just unused data/assets... technically not a good thing. I run into them usually using codes for walking through walls or incorrectly using warp code location points which are residual from the original stock ROM's map. The most common I run into, while testing.. is a FR Saffron Glitch City (of some form) that can only be accessed via walking through walls. Usually, there's also a completely normal Saffron City with at least 1 traditional point of entry in the hack itself. In this case, it's usually due to map alterations.
- Hmm, wait a minute... I was supposed to be talking about Mainstream, 1st Gen Glitch Cities, and *Not Cheating*... Right? :p
Anyways, the reason you can't access any doors or entryways in a Glitch City is due to it's warp breaking qualities. In overworld style games, like Pokemon.. entryways, door, and exits are coded as warp tiles. Typically, signs are not readable and trees aren't cutable either. 1st Gen is most peculiar, simply because of how many variations it contains throughout it's game series. Safari Zone glitch, despite being the most common exploit for Glitch City glitch, is just one of the ways to trigger variations of it. It can also be triggered through any form of walking through walls, depending both on location while using it and the type of walking through walls you're using. In most cases though, any free range walking through walls can trigger a Glitch City glitch when walking out of bounds from the farthest northeast or northwest section (proceeding east or west). Through GameShark's walking through walls.. you can see a Lavender Town Glitch City while walking south, from the east of the Power Plant (woops, did it again). They can also be exploited through untraditional means, such as Silph Co. PC glitch.
Both Fushcia City and Safari Zone's gate exit are coded/pointed as a warp 4 (Hex:4). Due to 1st Gen's save/reboot exploit through Safari Zone glitch and the lack of warp 4, Glitch City variations can be trigger very easily. It's due to invalid warp addresses upon exiting Safari Zone Gate after "Safari Game's" end. Viridian City, Pewter City, Cerulean City, Vermilion City, Lavender Town, Celadon City, Saffron City, and Cinnabar Island don't trigger Glitch City glitch because they're also coded as a warp 4 (like Fushcia). Running out of "Safari Game" steps while inside a building also doesn't trigger Glitch City glitch. The few exceptions being Red's house Glitch City, which also requires arbitrary execution code (which I won't be providing). Some route Glitch Cities are still Glitch Cities despite the fact it appears like nothing happened to them (beyond lacking NPCs). In those cases, simply opening Start menu will drag out the visual affects of Glitch City to confirm it. Enountering a Pokekmon then throwing a Poke Ball can confirm it too, with a glitchy ball animation. NOTE: In Yellow, entering a Glitch City resets Pikachu's happiness and it will dislike you for it.
Glitch Cities, in general, aren't very safe to begin with and should never be saved in. They should never be exited by traditional means either. This is when direct access to either Fly or Teleport is essential. Attempting to exit Gen 1 Glitch Cities by simply walking or walking too far, often leads to crashing due to your character stepping outside limits of the map.. with exception of Pallet Town's Glitch City, where you can't move at all. Walking "out of bounds" in one Glitch City can also lead you into another Glitch City or flood the Glitch City you're in (by pressing "START"), allowing the ability to Surf to another one without needing use of an in-game warp. But in the cases when that doesn't work, rebooting will leave you back at the point of being in Safari Zone to perform the glitch over again.
A Glitch City, in 1st Gen, is simply a corrupted version of the map location in question. Regardless of the difficulty navigating through the Glitch City in question, it will always have the same map size as the actual location itself. Often, the tile corruption is to such a point, it's possible to even Surf in some Glitch Cities without having water tiles or vise versa. Glitch Cities typically consist of walkable tiles, ledges, walls, water tiles, and traps. Traps can be walked onto but not walked off (trapping your character). But if the ability/characteristic exists in the actual map location, the ability/characteristic often remains intact and carries over to the Glitch City in question.. sometimes even carrying over into Safari Zone or even the overworld itself. This is why running out of steps while on Route 17 (Cycling Road) leads you to a Glitch City that constantly forces your character to walk downwards, like you're still on a Bicycle. This is why running out of steps while in the darkness of Rock Tunnel (without using Flash) will cause the darkness to carry over to the Safari Zone itself, making it so you can play a real Safari Game afterwards in complete darkness. This is why runnning out of steps while on Route 23 or Indigo Plateau will lead you to a Glitch City (hard to navigate one) with pieces of statue tiles scattered throughout the area. In Red/Blue, this is why running out steps on Sea Route 19 after Old Man's demonstration will lead you to a Glitch City where MissingNo and other Pokemon can be made to appear using left-facing shore tile glitch. This is also why you're character can remain in a perpetual spinning motion if walking along spinners (like Viridian's Gym) and maintaining a spin at "Safari Game's" end before being warped back (see "Spinning Exploit").
The 2 most profound 1st Gen Glitch Cities (in my opinion) is Yellow's Route 13 Glitch City and R/B/Y Sea Route 20's Glitch City.
- Yellow's Route 13 Glitch City: The 1st step you take in any direction will send you to Saffron Gym. Exiting the gym will then send you into a different Glitch City.
- Red/Blue Route 20's Glitch City: This Glitch City is the entryway to RAM City, the "brain" of your game. Don't ever use Cut here unless you know what you're doing! Also, cave entrances here are traps! a) Once in Sea Route 20 Glitch City, take one step south then go left until you're two steps above a cave. After that, face North then press "Start". At this point, the area should be flooded with water. Use Surf, then Surf Left.
-or- b) Once in Sea Route 20 Glitch City, go to the pattern of water tile that's furthest to the West. From there, go one left then back right one step. Press "START". At this point, the area should be flooded with water. Use Surf, proceeding North. !!Welcome To RAM City!!! IMPORTANT: If you're doing this as a means of RAM manipulation, I Highly Recommend you do some reseach pertaining to Glitch City RAM Manipulation first.
To Perform a Standard Safari Zone Glitch: 1) At Safari Zone Gate, pay your session fee then Enter & Exit the Safari Zone.
2) Attempt to leave then say "No", to the clerk when he asks if you want to leave early.
3) Save then reboot game... now attempt to leave Safari Zone again.
4) Say "No" to the clerk when he asks if you want to play Safari Game, then exit Safari Zone. *Remember: You're on Safari Zone's 500 step counter (running in the background).
5) Go to the location you want Safari Zone's exit to be, I recommend using Fly.
6) Walk around that area until your steps are depleted. You'll hear the PA sound... "Ding-Dong", and a message will popup saying "Time's up! Your SAFARI GAME is over!"... then you'll get warped back to Safari Zone Gate.
* Glitch:
If you step under gym's door without a Secret Key and try to access the door while female NPC is standing behind you the text screen will continuously popup stating "The door is locked...", and can't open the start menu, plus you can't move either... and you can't do anything about it until that darn NPC gets out of the way. xD
Cinnabar Gym- Red/Blue
* Glitch:
If you Surf on the east coast of Cinnabar Gym and don't have the Secret Key, a man will appear on the roof of that gym.
Cinnabar Island, Pokemon Mansion- Yellow
* Glitch:
3rd floor of Pokemon Mansion, where the Burglar NPC walks left and right.. You can position this NPC 1 tile above the 1x2 tile gap then have you're character stand 1 tile South below him to innitial battle from same location.
- But by doing so, you perminently soft lock your game after winning the battle if you have no direct access to Dig or an Escape Rope. That NPC will stop moving and rebooting doesn't even correct the glitch if you save after winning the battle. You can Black Out of course, but that will take some time.
Cinnabar Gym- Red/Blue
* Glitch:
Gym leader Blaine will use a Super potion on his Pokemon even if it already has max HP. xD
Cinnabar Island, Pokemon Lab- Red/Blue
* Glitch:
If you trade a Raichu for an Electrode with the old man, after the trade him receiving Raichu.. he'll say it evolved.
- This is due to Japanese Red version trade involving Kadabra instead.
Victory Road
* Glitch:
If you fall through a hole in Victory Road while riding Bicycle, upon landing you'll no longer be riding it.. but the Bicycle them music keeps playing. It returns to normal after entering battle, changing floors, leaving Victory Road, or reseting the game.
- This sort of glitch also occurs in Seafoam Island's caves too.
Indigo Plateau[a id]other[/a id]
* Glitch:
In your battle against your rival, if you use a party Pokemon and it evolves after defeating him... Indigo Plateau will play no music at all until Professor Oak come out to congratulate you.
Other 1st Gen Glitches
Spoiler:
Cloning Glitches
Spoiler:
PC Methods
This is the most convenient way, only requiring 1 game/system (or just an emulator). There are 2 ways of doing this. The 3rd PC method is most risky and an off shoot of SRAM glitch.
- Box switch method allows you about 3 seconds, having far less risk than party save method. The side effect here may be losing the Pokemon you want to clone. You can clone up to 5 Pokemon using this method. You can also exploit this glitch to obtain all starters with your same OT in the same game file.
* Please Note- When using this method in Virtual Console in conjunction with Transporter, there's a good chance you'll glitch your PC BOX1 from doing it.. rendering it completely useless.
*~ A)Box Switch Method:
- You will need a PC box that isn't full.
- You'll also need at least on PC Box that is empty.
1) Deposit the Pokemon you want cloned into a PC box.
2) Switch to an empty box in the PC.
3) Log off PC and save the game, but cut power 3 seconds after the game starts to say "SAVING...DO NOT TURN OFF THE POWER.".
4) If you did this right- After you reboot and check, you should now either have the pokemon you wanted cloned both in your party and in the PC ~or~ 2 of what you wanted to cloned in the PC box.
* The secondary way of doing this is to cut power during the box switch saving itself (which has slightly more risk). The best point to cut power in this case is to do it immediately after the "SAVING" text box appears, but also before the "S" in that text box appears.
------------
- Box move method only requires use of 1 PC box with additional space. Like box switch method, the side effect may be losing the pokemon you want cloned.
*~ B)Box Move Method:
(Box can't be full and I recommend junk pokes in the box with the one to clone, just in case.)
1) Make sure the Pokemon you want to clone is already in the PC box.
2) Select Pokemon you want to clone then select "MOVE" and move somewhere else within the box.
3) During the time it's saving wait 3-5 seconds (let's just say a hair less than 4).... then Reset.
4) If you did this right- After you reboot and check, you should now 2 of what you wanted to clone in that PC box.
------------
- Party save method is the most risky method but is what I prefer using, just because I'm also very familiar with performing a 1st/2nd Gen SRAM glitch for multiple purposes.. like for full party migration & 255 Pokemon glitch. Red/Blue only allows less than 1/4 of a second where you can do it correctly without destroying your current save file. Doing this in Yellow is a bit easier though, allowing you more frames between messages. ... I still don't recommend this option tbh, only showing it because it's the method I normally use.. Plus I'm Nutz!!!
*~ C)Party Save Method:
(The Pokemon you want to clone must be in your party.)
1) Stand in front of PC and Save your game.
NOTE: If you're doing this on an emulator, I Highly Recomend creating a back up of this save file (usually .sav & .rtc) and storing it elsewhere, best as a compressed zip file... just in case.
- But if you're familiar with using your quick saves function, Then Use It! It will help you out greatly when it comes to frame accuracy for doing this next part! ... I hate quick saves though. :P
2) Deposit Pokemon you want to clone in the PC.
3) Attempt to save.. Reset as soon as Yes/No box disappears in "Would you like to SAVE the game?" without the text updating.
4) If you did this right- After you reboot, you'll have the Pokemon you wanted cloned both in your party and storage system.
Trade Method
This Method requires 2 games, 2 game systems, a link cable, and 1 junk Pokemon to sacrafice.
Trade method is a little risky in 1st Gen and can cause save corruption to one of the games if the timing isn't precise. In 2nd Gen, this method is much safer and not harmful to the save file.
1) Go to poke Center and link both games.
2) Go to Cable Club then enter the Trade Center.
3) Trade Pokemon you want cloned from one game. From the other game, trade Pokemon to sacrafice.
4) Reset game where Pokemon to clone originally came from without saving... Save the game where Pokemon to be cloned is sent to.
5) If you did this right- There should now be that same Pokemon in both game's party.
Ditto Assumption Glitches
Ditto assumption
Any Pokemon that uses Transform is regarded as a Ditto in it's new form.
... So, if you caught a Mew or a Glitch Pokemon which has to use Transform, or a Pokemon using Transform via Mirror Move, after the battle, you'll obtain a Ditto instead.
Ditto DV manipulation
When a wild Pokemon transforms while already transformed.. when caught, it will have the DV's of the 1st Pokemon it Transformed into. The caught Pokemon will always be a Ditto (Ditto assumption glitch).
Gym Statue Glitch
When facing the right or left of any Gym statue, you can Surf the Gym Statue or using a fishing rod!
... Gym Statues are actually water tiles. xD
Unlike fishing in Cerulean Gym, which has pokemon programmed in there by mistake.. when fishing a Gym Statue, all you can pull up is Magikarp (which ignores location) using Old Rod. Super Rod in Red/Blue and Good Rod in Yellow will only give you the message "Looks like there's nothing there...".
- Surfing on Gym statues doesn't work in Yellow.
Menu Glitch
If you hold down "A" button when game is saving, the menu won't disappear until you release it.
Red Bar Glitch
If your lead Pokemon is in critical health status, the game will start playing the "Red Bar Sound" (warning you of it's status)... this sound also has the side effect of causing other sounds and animations not to play.
.... This must be in Game Boy systems only though, it didn't happen at all in my emulator. :s
Rival (Champion) Trainer Sound/Music Glitch
*Rival (Champion)*
- Old Man: if 3rd, 5th, 7th (9th or 11th) character in player's custom name is "/"
- Ditto Glitch: with a Special stat of 243
- Indigo Plateau: final battle
I briefly mentioned it during Old Man Glitch Exploit and Indigo Plateau in glitch walkthrough. This is a glitch from the trainer itself. a) After a typical win, the "Victory Theme" will keep playing continuously, even after the battle. b) After a win where one of your battled Pokemon evolved after, then all music is muted.
This occurs is due to the trainer itself having a direct connection with the in-game sound bank values, meaning that an action will cause the wrong sound effects to play or do nothing at all. Entering a warp not done through a connection won't update the sound either. ~ In the case of sound mute through Old Man or Ditto Glitch Will Remain Muted Until:
- Entering a new town or route via a map connection.
- Using an Escape Rope.
- Using Dig, Fly, or Teleport will correct the glitch.
.... All will correct the glitch. * But... if you battle another trainer after Rival (Champion), winning/losing will cause the most recent theme music to stick. Meaning- If you win, the "Victory Theme" keep playing continuously after the battle and losing the battle (Blacking Out) will cause the theme music from the town you were warped to will continuously play. Opening the Saving and rebooting won't correct the glitch either. That music won't stop until you defeated the E4 and Rival (Champion) on Indigo Plateau or start a new game.
- When I did it this speed run, I thought it was kinda cool at first having Lavender Town music playing all the time after Blacking Out, but then it started getting a bit annoying after reboot when nothing but the title music would play... Followed by constant "Victory Theme", "Victory Theme", "Victory Theme", "Victory Theme", "Victory Theme"... town music... "Victory Theme", "Victory Theme", "Victory Theme, "Victory Theme"...... then I couldn't handle it anymore and turned the volume off for the rest of the run. XD
Standing Wrong Way While Pressing "A"
This works when talking to NPCs, accessing PC.. when pressing "A" at the same time as pressing down on D-Pad. NPC: When pressing "A" & moving away simutaneously, the NPC will turn towards your character but their dialog won't show up. PC: When pressing "A" & moving away simutaneously, you can access the PC while not facing it.
Walking with fainted Pokemon
If your party contains both healthy and fainted pokemon, it's possible to only deposite your healthy ones in the PC. A black out will occur every 4 steps during the same session. But if you save prior to each 4th step (resetting step counter), it's possible to progress further with a party of only fainted Pokemon. Your character immediately has a black out if entering a battle with just fainted Pokemon.
- This isn't possible in Yellow though, because the default counter was changed to 1 step instead.
Bide's stored power can sometimes hit a Pokemon during it's invulnerable stage of Fly or Dig. If Bide deals damage during opposing Pokemon's Fly or Dig 'invulneable stage", game will reveal it's sprite early.
This also causes an animation glitch involving Dig. The opposing Pokemon using Dig rises from ground off the top of the screen rather then opposing Pokemon rising from underground (the correct Dig animation). Fly is not affected by this animation wise.
Bind
"Trapping Sleep Glitch"
Your Pokemon has to be bound by another Pokemon. If opposing Pokemon then puts your Pokemon to sleep on the turn Bind ends, Your Pokemon will never move. To fix this glitch in battle, you have to cure it's sleep status. ...... yes, this has happened to me before. xD
Counter
Counter will fail after a switch if the following is met:
Using a heal item or having cursor pointed to a moving (but not selecting it), then switching Pokemon. This is do to opponent's Counter countering your switch under these circumstances. This can also be repeated for more then one switch if the opponent's using Counter repeatedly. If the cursor is pointed to a move like Ice Punch (a move which can't be Countered), Counter is guaranteed to fail after the switch. This can allow you to make Counter hit or miss at will.
Counter "Striking Back" Glitches
If the last attack was a Normal or Fighting move, not Counter and dealt damage (even if from a different battle).. and oppenent uses a healing item, Counter will deal twice as much damage as the last attack even though it looks like it's Countering the healing item.
Counter may strike back damage from an attack that isn't Normal or Fighting type. For this to happen, Counter's target Pokemon can't select any move the turn Counter was used (due to being frozen, asleep, or switching out). Also, target's Pokemon had to have moved first, using a Normal or Fighting type damaging move the previous turn.
Counter may also strike back damage from it's own attack.. which happens if Counter's target previously used a Normal or Fighting type damaging move before Counter's user successfully used any damaging move during same turn. In this case, if the next turn Counter is used, the Counter target doesn't select a move, the Counter user's own damage will be dealt.
Counter- During Link Battle
Counter can trigger desynchronization errors, due to cursor's last pointed move in fight menu being treated like the last move actually used if Pokemon switches out.
Focus Energy
It's effectively 1/4 what it should be, meaning critical hits are 4x's less likely.
Haze
If a frozen Pokemon, still recharging from Hyperbeam, is thawed out by using Haze, the Pokemon will thaw out but will be unable to make a move until it faints.
Hyper Beam
"Sleep Move Glitch"
If a Pokemon, who just used Hyper Beam and has yet to recharge, is targeted with a sleep inducing move.. even if Hyper Beam Pokemon is already burned, paralyzed, poisoned, or frozen.. sleep will act as a bypass and will be induced regardless, with 100% accuracy. Also, if the Hyper Beam Pokemon was badly poisoned by Toxic, the Toxic counter will not reset.
Mirror Move
During Link Battle
If Mirror Move and a binding move (Bind, Clamp, Fire Spin, Wrap) are used together, both players may become desynchronized.
This happens because one game interpreted the attack used was Mirror Move (failed) but the partial trapping move continues on the player's side (even when fainted).
Psychic/Psywave/Night Shade
All three move have the same animation glitch. The "shake" animation with those moves will apply to everything on the screen except for the three pixels on the top.
Psywave
Infinite Loop Glitch- Due to glitched levels
If a Pokemon has a glitched level of 0, 1, or 171 and uses Psywave.. the move will hang indefinately.
This happens different ways, depending on level, but all results due the value and 0. When Psywave is used, a random move power number is generated between 0 and 255.
- At level 0 & 1: The game can't generate a an agreeable power number for a level 0 or 1 Pokemon. If the generated number is greater than or equal to 1.5x the Pokemon's level, rounded down equaling 0, that number will be discarded and a new number will be generated... creating an infinate "thinking" loop.
- At level 171: The upper bound would be 256, in this case. But since this value is stored in a single byte, it then overflows to 0... creating the infinate "thinking" loop.
Psywave- During Link Battle
There's a chance the games will generate a different number of random move power numbers, causing desychronization. If both players use Psywave, one player's game may be caught in a "thinking" loop (due to value and 0), as the other player's game will not. This will cause all generated random numbers to be desychronized.
Struggle
"Bypass Bug"
In situations involving any move used immediately after a frozen Pokemon is thawed out, or due to the effects of one of several moves like Bind, Clamp, Fire Spin, Hyper Beam, Metronome, Mimic, and Wrap.. a Pokemon can avoid using Struggle by allowing the game to self-select a move to be used. A move used with 0 PP, in this way, underflows to the maximum possible value being 63 PP.
If this happens.. a move where no PP Ups were used will gain full PP Up status. A move where PP Ups were used wil loss one PP Up boost.
Substitute
"1/4 HP Glitch"
If a Pokemon has exactly 1/4 HP remaining and uses Substitute, it will immediately faint after Substitute appears... instead of getting a message stating it's too weak to make one.
"HP Draining Bug"
HP draining moves are supposed to miss when Substitute is involve. But in this case they don't.. due to a programming oversight.
"Substitute + Confusion Glitch"
If a Pokemon using Substitute hurt itselfs due to confusion, the damage will be dealt to the opponent's Substitute.. even if the opponent doesn't have one.
"Substitute + Explosion Glitch"
Using Explosion (a sacraficial move) on a Substitute, thus having the damage break the Substitute.. prevents user from fainting. But the sprite of the user vanishes regardless.
"Substitute & Minimize Glitch"
If opponent uses Substitute or Minimize and player goes to view stats of any Pokemon then returns to battle, the sprites will be changed. Opponent will have a broken sprite version of the player's Pokemon.. and the player will have the Substitute or Minimize sprite. The rival's Pokemon sprite can change if player goes to view stats of any pokemon in the team.
Toxic (counter)
With Leech Seed
If taget of Leech Seed is also badly poisoned by Toxic, Leech Seed damage will be affected by Toxic's 'N' parameter.. and will increase in damage for every turn.
This is due to both Leech Seed and Toxic using the same damage algorithm.
With Rest
When a Pokemon badly poisoned by Toxic uses Rest, the Toxic counter will still remain with 'N' value not being reset. If Pokemon is then poisoned or burned.. the damage will increment and draw upon the 'N' value, increasing with every turn.
Transform
"Level up Glitch"
During trainer battle, if a Pokemon uses Transform levels up learning a move while in transformation, that Pokemon will gain it's original moves back in battle.
"Move Swapping"
If you have Ditto Transform into another pokemon, then switch around copied moves with "Select" button.. after that battle, Ditto won't have move Transform anymore. Instead, in the slot where Transform was will be one of the moves you switch into that slot. This also works on any Pokemon by having them use Mimic on Transform (as bypass).
"PP Restore Glitch"
A Tranformed Pokemon has it's opponent's copied moves set to 5 PP. If the player then uses a PP restoring item (like Ether or Max Ether), it's applied to it based on the max PP of the slot move prior to it's transformation and not the move it's using while Transformed. In the case of Ditto (only knowing Transform), using a Max Elixir on it while Transformed with 4 moves will only set first move to 10 PP, regardless of the actual max PP of that during battle, and the other 3 move will still have 0 PP.
- This was fixed in Yellow by Oak stating "It isn't the time to use that", while trying to use them in battle.
Transform + Mirror Move/Metronome PP Error
If a Transformed Pokemon uses Mirror Move or Metronome, the move of the same slot in that Pokemon's actual moveset will have it's PP increased by 1. Important:
This even occurs if there's no move in that slot.. preventing use of Struggle or cause softlock when targeted by Disable.
* PP slots with no move won't reset to 0 when healing at a Poke Center. This glitch can only be corrected by repeating it until the PP count overflows back to 0.
- Meaning, you're doing the glitch the same way 256 times total. ...... yes, this has happened to me too.
Focus Energy and Dire Hits are intended to quadruple the critical hit rate, but due to a glitch.. they quarter the chance of scoring a critical hit.
Defrost- move forcing
If a frozen Pokemon is defrosted it would have moved that turn.. It uses a move that turn, even though it coun't select a move that turn (due to it being frozen).
During Link Battle
In Link Battle, this move can differ between game though.. causing desynchroniztion. This can also allow a Pokemon to use a move with no PP remaining, which causes an underflow.
If a Pokemon is defrosted, in player's game with their defrosted Pokemon.. the move used will be the last move player had the cursor over. Since player doesn't get to select a move while frozen, this can even be a move of another Pokemon in the party.
At the start of a Link Battle, the value that manages this is set to 0. This makes it so if the player has never moved the cursor over a move during that battle, the move used is the glitch move. In the opponent's game, the move used will be the last move used by defrosted Pokemon, reset upon switching.. or first move listed if it hasn't used a move since switching. PP is deducted from the move the Pokemon uses in opponents game and owner's game, regardless of current PP. If the move had 0 PP, it then underflows to 63 PP plus removes the effect of one PP Up.
Damage Misinformation due to Dual-type
Dual-typing is something often overlooked in the older game, but in 1st Gen, during battle, mostly due to simple message error... it becomes Very Apparent at times.
My 2 Favorite Examples (probably EVERYONES)- 1) Charizard vs. Dig 2) Gyarados vs. Grass move
- In both cases, they display both a weakeness and resistance to the same move type dealing damage. They recieve neutral damage from their type in question in 1st Gen, but the incorrect message is displayed.
... In the case of Charizard, the game will falsely state attack missed.
... In the case of Gyarados, the game will falsely state it's not very effective.
"Division by 0"
Examples-
1) Attacker: Attack/Special stat is higher than 255.... Defender: Defense/Special stat is lower than 4.
2) Defender: Defense/Special stat is 512 or 513, then uses Light Screen or Reflect. Also, if it's current Defense/Special stat is 514 or higher when Light Screen or Reflect is up, the game will treat it as if it's a much lower number due to roll-over glitch.
- In both cases, during the damage calculations, the game will eventually attempt to divide by 0... causing game to freeze indefinately from "thinking".
HP Recovery- move failure
If a Pokemon uses Recover, Rest, or Softboiled.. and difference between it's current HP and max HP is 255, 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.
Invulnerability Glitch
During the semi-invulnerable stage of Dig or Fly, if the Pokemon is also fully paralyzed or hurts iself in confusion.. all moves except Swift, Transform, and unleashed damage from Bide from opponent will miss or fail until user switches Pokemon.. finishes battle.. or successfully uses 2-Stage move Dig, Fly, Skull Bash, Solar Beam, or Razor Wind. During this glitch, the user's Pokemon can attack normally.
PP Restore Glitch
If you use a Max Ether on a move with max PP with at least one PP Up applied to it, no message will pop up stating "It won't have any effect". Instead, the game will go and restore PP, even though it was already full.. and the item was wasted. This also occurs with Max Elixir if all moves have max PP and at least one PP Up applied to at one or more moves.
The glitch doesn't occur for Ether or Elixir, which will pop up a message stating "It won't have any effect".
Stat modification
Badge Boost Stacking
Every turn one of your stat boosts get modified, the 1.125 badge boost will also be applied.. even if it already been applied. This can occur until it reaches a 999 stat cap.
Attack/Speed Drop Stacking
If your Pokemon is paralyzed or burned and the opponent uses a move it's stat boost/drops, the Attack or Speed drop is applied again. This will continue to stack, for every time done, until it has reached 1.
Removing Attack/Speed Drop
If your Pokemon is paralyzed or burned and uses moves like Sword Dance or Agility, that Attack/Speed drop due to paralysis or burn will be removed completely. This is due to it recalculating in accordance with the boosted stat stage but not paralysis or burn speed drop.
Super Effective Move Glitch, AI Trainer Battles(Red/Blue)
Super effective moves (even if it deals no damage), from the trainer battle AI end will take priority over other move.
... This doesn't apply to wild Pokemon battles.
It plays the "Victory Theme", even though you technically lost.
Evolutionary Stone Bypass- Red/Blue
Spoiler:
If the Hexadecimal index number of a Pokemon shares the same numbers as the evolutionary stone needed to evolve another Pokemon, then that Pokemon can be used in battle as the evolutionary stone bypass for the Pokemon you wish to evolve.
- This was fixed in Yellow.
Index is as Follows:
Hex:0A Dec:10__ Exeggutor= Moon Stone
Hex:20 Dec:32__ MissingNo= Fire Stone
* Obtain via Ditto Glitch with a Special stat of 32.
Hex:21 Dec:33__ Growlithe= Thunderstone
Hex:22 Dec:34__ Onix= Water Stone
Hex:2F Dec:47__ Psyduck= Leaf Stone
Instructions:
1) Make the "evolving" Pokemon your 1st slot party member and have Pokemon corresponding to stone on your team.
2) Enter trainer or wild battle with "evolving" Pokemon entering battle 1st then swith it with the Pokemon corresponding to evolution stone needed.
3) Have Pokemon corresponding to stone beat the battle, making it so both Pokemon gain experience. NOTE: In the case of a trainer battle with trainer's party having more than 1 Pokemon, the process can be repeated with each opposing Pokemon during the battle if needed.
4) Once the "evolving" Pokemon gain 1 level in the shared experience battle, that Pokemon will evolve at the battle's end.
Exp. All
If player has an Exp. All in bag and uses 2 or more party Pokemon in a battle.. the total amount of experience gained overall is decreased, depending on the number of Pokemon used.
Experience Overflow
A Pokemon caught at or above 100 (including Lv.101-254), can be leveled up even futher via Rare Candies to a max level of 255. If you use a Rare Candy on a Lv.255 Pokemon, it's level will then overflow to a Lv.0. In battle, if a Lv.100+ Pokemon levels up due to experience gain, the end result will be it reseting to a Lv.100.
Experience Underflow
Level Jumping
Lv.0 or Lv.1 Pokemon using the Medium Slow growth algorithm will be forced to jump to level 100 after gaining very little experience. Lv.0 --> Lv.100: less than 140 experience Lv.1 --> Lv.100: less than 54 experience
Also, the medium slow experience type (which Mew is part of) is used for All valid Pokemon with 3 stage evolution except for Beedrill, Butterfree, and Dragonite line.
How To Obtain a Lv.0 or Lv.1 Medium Slow Experience Type Lv.0: Using Old Man Glitch to obtain a Pokemon over Lv.100 then using Rare Candies on it until it reaches Lv.256... causing it will overflow to Lv.0.
Lv.1 * Much Easier*: Using "Mew Glitch", then using Growl 6 times on the opponent's final Pokemon.
Complications Involving Lv.0 & Lv.1
After depositing a Lv.0 or Lv.1 Pokemon in either the PC or Daycare, the game will cause a lockup if you try to withdraw them. Meaning, they will then remain perminately stuck in the PC or Daycare after depositing them.
Great Ball- catch rate bug
A Pokemon with 1 HP has the same chance of being caught as the same Pokemon with a third of it's total HP remaining. If a Great Ball is used, then it has the same chance at any point with half it's HP or less.
This is a programing oversight in it's catch rate formula. Great Ball has the indepent value of 8, while the other Poke Balls have the value of 12 when calculating Steps 5-7. The issue involving Great Ball is in Step 6 in the catch rate formula, thus making it due to 2 different bugs.
Level-up move skipping
If a Pokemon earns enough experiences for defeating a Pokemon to completely skip a level, but supposed to learn a move at the previous level.. the Pokemon won't be able to learn that prior level up move.
Glitch Carryover/Crossover From 1st Gen
Many glitches, originating from 1st Gen, carried over to 2nd Gen gaming. ... See spoiler.
Spoiler:
Cerulean Gym, water tile oversight
... Yes, this also exists in 2nd Gen. Gold/Silver: In Cerulean Gym, the water tiles have wild Pokémon data programmed in, allowing you to fish for wild Pokemon.
- This was fixed in Crystal.
Cloning Glitches
Both 1st & 2nd Gen share the same PC & Trade structure, making glitch cloning available much in the same way. ... See spoiler.
Spoiler:
Trade Method
This Method requires 2 games, 2 game systems, a link cable, and 1 junk Pokemon to sacrafice.
Trade method In 2nd Gen, is much safer and not harmful to the save file with less chance of consequence.
1) Go to Poke Center and link both games.
2) Go to Cable Club then enter the Trade Center.
3) Trade Pokemon you want cloned from one game. From the other game, trade Pokemon to sacrafice.
4) Reset game where Pokemon to clone originally came from without saving... Save the game where Pokemon to be cloned is sent to.
5) If you did this right- There should now be that same Pokemon in both game's party.
PC Methods
This is the most convenient way, only requiring 1 game/system (or just an emulator). There are 2 standard ways of doing this, but I recommend the "Box Switch Method" in most cases. The 3rd method is an off shoot of SRAM glitch (containing the most risk).
- Box switch method allows you about 3 seconds, having far less risk than party save method. The side effect here may be losing the Pokemon you want to clone. You can clone up to 5 Pokemon using this method. You can also exploit this glitch to obtain all starters with your same OT in the same game file.
* Please Note- When using this method in Virtual Console in conjunction with Transporter, there's a good chance you'll glitch your PC BOX1 from doing it.. rendering it completely useless.
*~ A)Box Switch Method:
- You will need a PC box that isn't full.
- You'll also need at least on PC Box that is empty.
1) Deposit the Pokemon you want cloned into a PC box.
2) Switch to an empty box in the PC.
3) Log off PC and save the game, but cut power 3 seconds after the game starts to say "SAVING...DO NOT TURN OFF THE POWER.".
4) If you did this right- After you reboot and check, you should now either have the pokemon you wanted cloned both in your party and in the PC ~or~ 2 of what you wanted to cloned in the PC box.
* The secondary way of doing this is to cut power during the box switch saving itself (which has slightly more risk). The best point to cut power in this case is to do it immediately after the "SAVING" text box appears, but also before the "S" in that text box appears.
------------
- Box move method only requires use of 1 PC box with additional space. Like box switch method, the side effect may be losing the pokemon you want cloned.
*~ B)Box Move Method:
1) Make sure the Pokemon you want cloned is already in the PC box.
2) Select Pokemon you want to clone then select "MOVE" and move somewhere else within the box.
3) During the time it's saving wait 3-5 seconds (let's just say a hair less than 4).... then Reset.
4) If you did this right- After you reboot and check, you should now either have 2 of what you wanted to cloned in that PC box.
------------
- Party save method is the most risky method but is what I prefer using, just because I'm also very familiar with performing a 1st/2nd Gen SRAM glitch for multiple purposes.. like for full party migration & 255 Pokemon glitch. You only have less than a 1/4 second where you can do it correctly without destroying your current save file. If you're not doing this in an emulator, you're mostly relying on pure luck! ... I don't recommend this option tbh, only showing it because it's the method I normally use.. Plus I'm Nutz!!!
*~ C)Party Save Method:
(The Pokemon you want to clone must be in your party.)
1) Stand in front of PC and Save your game.
NOTE: If you're doing this on an emulator, I Highly Recomend creating a back up of this save file (usually .sav & .rtc) and storing it elsewhere, best as a compressed zip file... just in case.
- But if you're familiar with using your quick saves function, Then Use It! It will help you out greatly when it comes to frame accuracy for doing this next part! ... I hate quick saves though. :P
2) Deposit Pokemon you want to clone in the PC.
3) Attempt to save.. Reset as soon as Yes/No box disappears in "Would you like to SAVE the game?" without the text updating.
4)If you did this right- After you reboot, you'll have the Pokemon you wanted cloned both in your party and storage system.
Ditto Glitches
Yes, all Ditto glitches remained in 2nd Gen as well, to the point of 1st Gen crossover. In 2nd Gen, this can also be taken a step further with the introduction of shiny Pokemon. Due to wild shinies being soley dependent on DVs in 2nd Gen, you can abuse this in 1st Gen. Despite shininess not existing in 1st Gen, you can trade a shiny Pokemon to 1st Gen inorder to abuse this.
You will Always obtain a shiny Ditto this way by simply using Lake of Rage's shiny Gyarados in a 1st Gen wild Ditto battle, then capturing that Ditto after it Tranformed. To achieve this, teach Lage of Rage shiny Gyarados Mimic then use Blackthorn City's Move Deleter to delete all other moves... resulting in it only knowing the move Mimic, to make the process much easier. ... See spoiler.
Spoiler:
Ditto assumption
Any Pokemon that uses Transform is regarded as a Ditto in it's new form.
... So, if you caught a Mew or a Glitch Pokemon which has to use Transform, or a Pokemon using Transform via Mirror Move, after the battle, you'll obtain a Ditto instead.
- In Crystal, this bug only affects Sketch because Mirror Move fails against Transform... Smeargle lovers beware.
Ditto DV manipulation
When a wild Pokemon transforms while already transformed.. when caught, it will have the DVs of the 1st Pokemon it Transformed into. The caught Pokemon will always be a Ditto (Ditto Assumption Glitch).
Shiny Ditto DV manipulation
In 1st Gen, if a Pokemon uses Transform while already transformed, it retains the same DVs of the Pokemon it transformed into upon capture. In 2nd Gen, shininess is determined by the Pokemon's DVs alone. Abusing this in 1st Gen will allow you to make a wild Ditto shiny by having it use Tranform while already transformed. This is possible by teaching a 2nd gen shiny Pokemon Mimic, having shiny Pokemon use Mimic on wild Ditto's Transform, then allowing 1st Gen wild Ditto to use Mimic on the shiny Pokemon's Transform. This can also be achieved if the shiny Pokemon already knows Transform (Ditto, Mew, & Glitch Pokemon capable of learning it), but I recommend using Mimic method.. unless what you're using is a shiny Ditto. At which point, once that Ditto is captured, it will now share the same DVs as your 2nd Gen shiny Pokemon. Once that Ditto is traded over to 2nd Gen, it will now be a shiny Ditto.
Experience underflow & overflow
Both glitches (along w/ complications) occur in both 1st and 2nd Gen gaming or through generation crossover. ... See spoiler.
Spoiler:
Underflow- level jumping
Lv.0 or Lv.1 Pokemon using the Medium Slow growth algorithm will be forced to jump to level 100 after gaining very little experience. Lv.0 --> Lv.100: less than 140 experience Lv.1 --> Lv.100: less than 54 experience
Complications Involving Lv.0 & Lv.1
After depositing a Lv.0 or Lv.1 Pokemon in either the PC or Daycare, the game will cause a lockup if you try to withdraw them. Meaning, they will then remain perminately stuck in the PC or Daycare after depositing them.
Overflow- leveling past 100
A Pokemon caught at or above 100 (including Lv.101-254), can be leveled up even futher via Rare Candies to a max level of 255. If you use a Rare Candy on a Lv.255 Pokemon, it's level will then overflow to a Lv.0. In battle, if a Lv.100+ Pokemon levels up due to experience gain, the end result will be it reseting to a Lv.100.
Full Box Glitch via Demonstration
(simular to full box glitch in JPN 1st Gen) ... See spoiler.
Spoiler:
Like in JPN 1st Gen games, having a full current PC box during the "How To Catch a Pokemon" demonstration can lead to complications or even game break. In 2nd Gen, results vary depending on the language and game version you play. My examples will be from the English version (the games I use). This happened to me once in Crystal by accident, while having both a full party and a full current BOX1 during the boundary line soft lock.
Normally, it's impossible to have both a full party and full PC box prior to male NPC's Rattata demonstration.
But in both Crystal & Silver- After healing at Cherrygrove City, if your party was poisoned before returning to New Bark Town then faints in New Bark after obtaining the Pokedex (before entering Route 29).. you'll White Out and get warped to Cherrygrove, completely bypassing demonstration itself and allowing you to capture more Pokemon instead. But due to the flag not being removed from that demonstration, your game will still soft lock at Route 29's boudaryline upon exiting New Bark Town.. then triggering off the option to watch initial the demonstration, regardless how many Pokemon you have.
- Crystal (English): *Game Breaking*.. This may lead to a game freeze with both heavy graphics and sound corruption.
- Silver (English): not game breaking (from what I tested).. you can briefly see Glitch Pokemon Lv.0 "?????" with 0/0 HP. After which, the demonstration ends returning you to the overworld.
Time Capsule Exploit *using Red-->G/S--> then back to my Red*
(I'm unsure if Blue/Yellow can be used in the place of Red. Red was my game of choice for doing most things w/ 1st Gen.)
1st Gen Pokemon that evolve by trading can be taught glitch moves through this glitch. This will work with trade evolution Pokemon from a 1st Gen game to a 2nd Gen game, at a level where it's evolved form can only learn that move in 2nd Gen. ... See spoiler.
Spoiler:
Demonstration using Graveler:
1) Trade level 34 Graveler from Red to Gold/Silver.
2) After Graveler evolves to Golem in Gold/Silver, let it learn Rollout.
3) After Golem learns Rollout in Gold/Silver, send it back to Red.
4) At this point, Golem's move Rollout will become glitch move "TM05"
- Many 1st Gen trade evolution Pokemon can learn glitch moves this way, as long as it's trade over to 2nd gen at the same level it would learn that 2nd Gen move. In the majority of cases, the glitch move itself is safe to use in 1st Gen gaming through this method. Beware though, some 2nd Gen moves trade over to 1st Gen equals out to a 1st Gen "Super Glitch" move.. containing All the same volatile qualities as 1st Gen Glitch Pokemon who learn a "Super Glitch" move variant.
Crystal Exclusive Glitches
Spoiler:
Player's sprite color change
Via save migration glitch, you can use this to cause your sprite to have color palette of the opposite gender. Exploiting this glitch also unlocks Mystery Gift function. I recommend using this exploit on a brand new game file. Although this can be done using previous save, you will lose All non held items and PC Pokemon as an end result. - Exploit (for new game startup)
Spoiler:
Instruction: NOTE: Your name and color palette is taken from the 1st save. Your gender sprite will be from the 2nd save.
1) Start a game as either a boy or girl then Save.
2) Start a new game, choosing the opposite gender.
3) Save the game, but *shut off* power while game states "SAVING...DO NOT TURN OFF THE POWER".
4)If you did this right- Upon reboot, your sprite should be the color of the opposite gender.
Clair's TM#24 Oversight
After receiving the Rising Badge, poison your party then make sure you White Out while inside the Dragon Shrine at Dragon's Den. After this point, you can return to Blackthorn Gym to receive TM Dragon Breath from Clair. Now return to Dragon's Den and stand on the tile directly in front of Dragon Shrine's door. Clair will then appear and give you TM Dragon Breath a second time, as if you have yet to receive it.
Legendary Dog OT Oversight
In original Japanese version of Crystal, the player's name maximum character length is 5. This wasn't taken into consideration in English Crystal, using the maximum length of 7 characters instead.
When talking to Eusine during his "Tin Tower Report" pertaining to Ho-Oh, the game will then run a check pertaining to OT/ID matching of your character. In the English version though, the game only accounts for the first 5 characters of your OT during this process. If Entei, Raikou, or Suicune appears either in your party and/or PC when leaving the building, this will result in those legends checked to contain only the first 5 characters of your OT. I ran into this in my second run of Crystal using the name "Joeswah" (me making fun of my little bro) then the OT of the legends became "Joesw" instead. The event itself still enables as it should, because the game then utilizes your ID# instead.
The cause of this issue remains unknown. It affects saving/rebooting in all of Ecruteak City. In the entire span of mainstream Pokemon games, Ecruteak City is officially the only location ever categorized as a "Glitched City" due to GF rendering it as unfixable. The Ecruteak City Save Bug is present in *All* games (both mainsteam & fan games) involving Johto mapping containing that location.. including HGSS. This is due to the Johto base mapping coming from 2nd Gen, which also comes with the majority of it's original glitches.
- Unless some Einstein ROM hacker figured this one out, the direct cause of the save bug is still unknown.
Dog Trio Distorted Cry
When playing Entei's cry during it's Pokedex entry, immediatly swithing to Raikou's or Suicune's entry will make their cry distorted.
Dragon Fang Oversight
Dragon Fang doesn't boost dragon-type moves, but a Dragon Scale does.
Teleport Glitch
After traveling between Johto/Kanto via S.S. Aqua, using Teleport afterwards will result in being warped to Olivine or Vermilion Poke Center.. rather than the last Poke Center used in either region. This glitch doesn't occur when using the Magnet Train.
Catch Rate & Ball Bugs/Glitches .... ugh, if GF only got this right the first time.. ohhh well.
Spoiler:
Status Oversight
Burn, Paralysis, and Poison increases the catch rate by 0.. when it supposed to be increased by 5.
Fast Ball Oversight
The only Pokemon where the Fast Ball functions correctly is with Grimer, Magnemite, and Tanela.
- Fast Ball supposed increase catch rate by 4× of All Pokemon that can flee.
Love Ball Oversight
Increases the catch rate by 8× on Pokemon of the same gender/species as the player's Pokemon.
- Love Ball supposed to increase the catch rate by 8× of the opposite gender.
Moon Ball Oversight
This one really drove me nuts many years ago and I wanted to know why the heck Moon Balls were working like a piece of crap. xD
... Then it forced me to do complicated math then use my hex index to get the answer!
- Yes, 1st & 2nd Pokemon taught me how to do crazy math back then... not school!! ... don't worry, aging has made me grow quite dumb now. xD
Moon Balls only increase catch rate by 4× if the Pokemon evolves using a Burn Heal. This means anything that doesn't evolve via Burn Heal (pretty much everything), a Moon Ball will only have the catch rate of a standard Pokeball instead.
- Moon Ball supposed increase catch rate by 4× for Pokemon that evolve via Moon Stone.. duhhhh!
... The oversight itself is a calculation mix up due to Hex:0A Dec:10 being Moon Stone (in 1st Gen) & Burn Heal (in 2nd gen).
- In 2nd Gen, Moon Stone utilizes a different hexadecimal entirely.
Park Ball Glitch Graphics Oversight
When using a Park Ball from the Ball pocket of your Bag, the game doesn't reload the graphics on the battle screen. The results being, a glitch occurs where both your Bag and battle screen mixes up until the catching animation is over. After the animation, the game will show the battle screen being reloaded.
Move Glitches
Spoiler:
Belly Drum w/ Sword Dance
Under normal circumstances, Belly Drum reduces the Pokemon's HP by 50% and raise it's Attack by up to 12 stages. In a case where the Pokemon using Belly Dance (w/ Attack stage -6) also uses Sword Dance 6 times to fully maximize Attack stage, the game then no longer accounts for HP calculation correctly when there's not enough HP remaining to execute a move. At which point, executing Belly Drum will incorrectly boost Attack by 2 stages and the game will state attack has failed.
Counter/Mirror Coat
In Trainer battles, when using a heal item or Pokeball during the same turn as opponent's Counter or Mirror Coat, their damage will be of at least 4 HP.. equalling twice the minimal damage of neutral moves.
Lock-On/Mind Reader
When Lock-On or Mind Reader is in effect.. Attract, Curse, Foresight, Mean Look, Mimic, Nightmare, Spider Web, & Transform cannot hit a target in mid stage of Dig/Fly. Also moves cannot lower stats of target in mid stage of Dig/Fly. In the case of moves like Bubble, additional move effects won't actived.
Present
Gold/Silver- Present has a buggy damage formula of it's own.. in which causing level, Attack, & Defense variables of regular damage formula to be replaced. This causes the move to deal unusually large or small amounts of damage, depending on the Pokemon in question. Present also calculates the type effectiveness twice.. this causes Present to only inflict 1/4 of the normal damage against Rock & Steel type.
Crystal- In regular battles, Present was changed to a standard damage formula (fixing both bugs). In the case of link battle though, the Gold/Silver damage fornula is still used for backwards compatibility.
Pursuit w/ revival
Using a Max Revive, Revive, or Rare Candy on a fainted Pokemon from Pursuit, after a switch, will revive it to the same status it was prior to fainting.. including Burn, Paralysis, Poison, or Sleep. This occurs both with healing in or outside of battle.
Transform (shiny switch glitch)
When a Transformed Pokemon defeats a trainer's Pokemon, if the player switches it out for a shiny Pokemon when prompted, the Transformed Pokemon will then appear as shiny while being switched. This is the only case where it occurs and doesn't happen when the player switches Pokemon normally.
Battle Glitches
Spoiler:
Experience Amount, via Trainer House
Experience gain amounts consisting of 5 digits will cause game not to display the numbers correctly. This occurs in the Trainer house when an outsider Pokemon being used is holding a Lucky Egg. With a lowest required level being 82 for a Pokemon with an experience yield of 255 or a minimum of 208.
Exp. Share
When a Pokemon with same OT as player is sent into battle while holding an Exp. Share, it will gain 50% of the experience twice. But due to rounding, this may not equal 100%.
Full Heal/Full Restore Oversight (opponent's side)
If opposing trainer uses Full Heal to cure their Pokemon, it will not be cured of Nightmare (even after waking) or confusion.
If opposing trainer uses Full Restore to cure thier Pokemon, it will not be cured of Nightmare (even after waking).
- confusion will be cured in this case.
On the player's side, both Full Heal & Full Restore works properly curing their Pokemon both of Nightmare & confusion.
HP Bar Drop Oversight
Pokemon taking damage, with 49 HP or more will deplete HP bar at a slower rate than intented. This results in extra delays during the HP bar animation while updating.
Pokemon with 48 HP or less is not affected as each HP is equal to one or more pixels of the HP bar, thus skipping any delay.
Stat Rollover
Gold/Silver- During damage calculations, when an effective stat exceeds 1024, the stat is decreased by 1024.. resulting in a minimum stat of 1. This occurs with Light Ball, Metal Powder, & Thick Club (most common) because there is no cap. Most other methods increase to a cap of 999.
This is most occurs most with Marowak holding Thick Club.
- During the damage calculation for Marowak, if it has a attack stat equal or higher than 256.. using Sword Dance while holding a Thick Club, it's Attack will then be reduced by 1024 (minimum 1).
- In the case of both Ditto & Pikachu, they require a boost received via Baton Pass for this to occur (making it a less common occurrence).
During the damage calculation, if the attacker's (special) Attack or the defender's (special) Defense is higher than 255.. both are divided by 4. Regardless of wether the stat were quartered, then both the attacker's (special) Attack stat and the defender's (special) Defense stat are taken as 256 (256×4).. resulting in stats equal to or greater than 1024 to be treated incorrectly.
Crystal- In regular battles, this bug was fixed. In link battles however, the bug still occurs due to backwards compatibility for Gold/Silver.
Actually, i used to time my speed runs by it back in the day on top of that! :D
I think it has more to do with the components in Game Boy system, because the tone itself would drown out the sounds and interfere with game intonation.
... probably why it doesn't work that way at ALL in my emulator. :)
I just thought the pool for sound effects couldnt handle playing any more sounds in addition to it or something
Gamefreak knew though ofcourse, but its hardly a game breaking glitch
Did you know for the mew glitch, the opposing pokemons attack stat determines the level of the pokemon you encounter btw? So you can use level manipulation aswell
But its all part of the same glitch
Have you even done like a backwards gym run?
Can be quite fun
I just thought the pool for sound effects couldnt handle playing any more sounds in addition to it or something
Gamefreak knew though ofcourse, but its hardly a game breaking glitch
Did you know for the mew glitch, the opposing pokemons attack stat determines the level of the pokemon you encounter btw? So you can use level manipulation aswell
But its all part of the same glitch
Have you even done like a backwards gym run?
Can be quite fun
In all honesty, most glitches in games aren't game breaking... simply just minor flaws. :)
Yeah i actually mentioned it in multiple places in various ways (but it is in 2nd chance Mew section in spoiler section), but in other places using it more in concunjuction with underflow glitch to get a level 1 jump to 100 with little effort. :)
i have the tendency to do them in a jumbled up order tbh... xD
Yeah I know. :)
... I think the sad part is, I still didn't put in everything i was planning to because it was turning into such a long and daunting post, slightly set up like a file cabinet. XD
Ohhh yeah. for sure! xD
Very well done, considering how restricted GB is... but yeah, that's so true. xD
... it's especially beyond belief for someone like me, because ALL I SEE ARE GAME FLAWS... even when I don't wanna see them! XD
... Then often use them to spice up the game. xD
I'm gonna take a break from my nightmare thread, for the time being & also added a poll regarding what to do next.
- The next thing I work on, regarding this thread, will be based on the popular vote.
"Move Swapping"
If you have Ditto Transform into another pokemon, then switch around copied moves with "Select" button.. after that battle, Ditto won't have move Transform anymore. Instead, in the slot where Transform was will be one of the moves you switch into that slot. This also works on any Pokemon by having them use Mimic on Transform (as bypass).
This is interesting.
I've only known how to get a glitch move using a Pidgey on route 4.
Its name is entirely glitch characters, it's type is 'cooltrainer' and its accuracy is scarce (much like Drill Peck or High Jump Kick for example) but when it's successful it manifests as two flashes before doing damage.
If memory serves, at least this particular variation doesn't work in Yellow.
This is interesting.
I've only known how to get a glitch move using a Pidgey on route 4.
Its name is entirely glitch characters, it's type is 'cooltrainer' and its accuracy is scarce (much like Drill Peck or High Jump Kick for example) but when it's successful it manifests as two flashes before doing damage.
If memory serves, at least this particular variation doesn't work in Yellow.
Yeah actually I was thinking about adding cooltrainer in there tbh but decided against it because it opens up a dangerous can of worms... there's a lot I left out of 1st Gen section for that reason. xD
Well you can also get glitch moves onto regular Gen 1 Pokemon that learn a Gen 2 only move during it's trade evolution stage, then trading it back to Gen 1 after it evolves. Most glitch moves obtained in this way is fine to use. But in the case of Haunter-->Gengar, I know one of the Gen 2 only moves it learns is a Gen 1 Super Glitch move.
Demonstration using Graveler from my Red:
1) Trade level 34 Graveler from Red to Gold/Silver.
2) After Graveler evolves to Golem in Gold/Silver, let it learn Rollout.
3) After Golem learns Rollout in Gold/Silver, send it back to Red.
4) At this point, Golem's move Rollout will become glitch move "TM05"
Yeah actually I was thinking about adding cooltrainer in there tbh but decided against it because it opens up a dangerous can of worms... there's a lot I left out of 1st Gen section for that reason. xD
Understandable.
One thing, however, that should be added for the same reason is when walking through walls or floating in the air, AVOID the grass on either side of Pallet Town.
When I was a teenager I accessed this area in Yellow via floating in the air using a Gameshark and the millisecond a Pokemon encounter was triggered the game would crash.
I tried it at least three times with the same result.
Back in the day, it was rumored that the entire Pokedex including Mew and Mewtwo and even some "PokeGods" (which I believe was just a word used to refer to Gen 2 Pokemon) could be encountered there.
It's astounding that as far as I'm aware (It's been a while since I've turned it on) my Yellow cartridge is still running. It's over 10-years-old and has been through Gameshark Hell.
Well you can also get glitch moves onto regular Gen 1 Pokemon that learn a Gen 2 only move during it's trade evolution stage, then trading it back to Gen 1 after it evolves. Most glitch moves obtained in this way is fine to use. But in the case of Haunter-->Gengar, I know one of the Gen 2 only moves it learns is a Gen 1 Super Glitch move.
Demonstration using Graveler from my Red:
1) Trade level 34 Graveler from Red to Gold/Silver.
2) After Graveler evolves to Golem in Gold/Silver, let it learn Rollout.
3) After Golem learns Rollout in Gold/Silver, send it back to Red.
4) At this point, Golem's move Rollout will become glitch move "TM05"
That makes sense.
It's been said that glitch Pokemon themselves (I believe with the exception of MissingNo.) are Gen 2 Pokemon. Or---well I know I read this theory somewhere.
Understandable.
One thing, however, that should be added for the same reason is when walking through walls or floating in the air, AVOID the grass on either side of Pallet Town.
When I was a teenager I accessed this area in Yellow via floating in the air using a Gameshark and the millisecond a Pokemon encounter was triggered the game would crash.
I tried it at least three times with the same result.
Oh, thank you for bringing that up! :)
- Yes, that's true and that also goes for any glitch method of walking through walls. I remembered to put in Saffron City surrounding trees but completely forgot about Pallet town grass edge. I'll add that to my 1st Gen postings where it's needed. :)
- Both GameShark and glitch walking through walls can also trigger Glitch City glitch (depending on location). The locations vary between each method. I'll need to add a Glitch City glitch section also.
Back in the day, it was rumored that the entire Pokedex including Mew and Mewtwo and even some "PokeGods" (which I believe was just a word used to refer to Gen 2 Pokemon) could be encountered there.
It's astounding that as far as I'm aware (It's been a while since I've turned it on) my Yellow cartridge is still running. It's over 10-years-old and has been through Gameshark Hell.
I never own an action replay device before (unless using a friends) but yeah it's amazing how solid the games itself are. I used to do some real insane stuff (plus insane runs) in my Red cartridge. When I started it up a couple years ago, it was still running with the last game I ran after raiding ram city and finished map looping it. xD
It's been said that glitch Pokemon themselves (I believe with the exception of MissingNo.) are Gen 2 Pokemon. Or---well I know I read this theory somewhere.
Well Time Capsule exploit with 2nd Gen pokes sent to 1st Gen does work that way... that's how most glitch pokes can be obtained. But that also requires tricking 2nd Gen by using a glitch Pokemon in party with cloaking capabilities, equating to 1st Gen's 'M (FF) aka "Charizard 'M" & Q ◣. Tbh, something I probably won't add when I make 2nd Gen section.
It wouldn't suprised me through, in making of 1st gen that they already may have been planning out 2nd Gen poke (using 1st Gen's framework) which then turned into residual data in the end.
Saffron City: 2nd Chance *Mew*--> The Logic Behind This--> Food For Thought.. Before "Experimenting"--> "Super Glitch"
... shortcut :)
"Super Glitch"
Spoiler:
This is a broad term used for any glitch move the has volitile qualities (existing in hexidecimal slots A6-C3). The actual move name itself can vary.. either having glitchy symbols for a name, a very long string length for a name (which the game can't handle), a Pokemon in your party as the move's name, or no name at all.
The "Super Glitch" moves also vary in type, power, PP, accuracy, and actual move effect.. like normal moves do (due to hexidecimal slot spectrum). But... All "Super Glitch" moves have glitch side effects. Using PP Ups on Super glitch moves will also greatly amplify it's data corrupting ability.
- The most dangerous "Super Glitch" move is Hex:A6 with corruption guaranteed.
Super Glitch moves do have damaging and even game breaking qualities including RAM corruption, even trying to display it in a Pokemon summary page, even just having it learn a level up move when you can have Super Glitch move present on it's move list.. mostly in the case of Glitch Pokemon.
- Glitch effects can vary after a Super Glitch move is used in battle, from either end.
- Some glitch effects can occur just from opening the party menu before ever having Super Glitch on the fight menu screen. It can range anywhere from, can even be multiple effects:
~ Freezing/crashing the game.
~ Giving some areas in the overworld volatile "Glitch City" qualities, as Glitch City merges with regular map.
~ Leaving some your team with the HP draining affect as if they were poisoned plus have glitchy names instead.
...... In most cases, not even part of your team prior to that battle.
~ Turning your character's name into a glitch name instead... making it so you can't even save your newly corrupted game in most cases.
~ Trying to heal at a Poke Center will make your game crash.
~ Sound distortion then ceasing.. followed by the opponent trainer changing to glitch trainer "TMTRAINER" along with using glitch dialog, then having his/her pokemon's HP rise to a ridiculious level (surpassing the HP bar itself, stretching full width of the screen, making it "unfaintable")... and if that wasn't enough for you, "TMTRAINER" also comes with combo status messages aswell.. like the enemy's Pokemon is frozen solid, plus it's status symbol says it's burned.... then it gets hurt by the burn, depleting all it's HP in one shot, then gets sent back out with full HP again. xD
~ Complete & Utter Game Corruption.
....... just to name a few.
It's also possible for Super Glitch move to activate outside of battle if a Glitch Pokemon knows a certain move along with Super Glitch, like in the case of Yellow's Glitch Pokemon Q ◣ knowing Mega Punch, aswell as Super Glitch. If Q ◣ uses Mega Punch in battle plus knows Super Glitch, then the Super Glitch effect will activate after battle as if Super Glitch was used instead.
There are ways to avoid such Super Glitch corruption:
- I noticed while in Celadon Mansion's ground floor, I could view party members with Super Glitch moves on the screen without causing corruption, which was useful when leveling them up, a good deal of them could learn multiple Super Glitch moves via level up... but it could have been sheer luck when I did that.
- Also, many Super Glitch moves can be used successfully avoiding significant Super Glitch corruption by having a 0x50 sub-tile early enough in the saved screen data. A 0x50 sub-tile is part of a set of 4, known as a tile block.
The game saves screen data every time you open a menu. If you didn't have a 0x50 sub-tile on the screen data copy prior to using Super Glitch, the game would be copying too much data (due to the corrpution).. likely causing game freeze in the process. This particular sub tile (index# 80 Hex:50) can be used as the buffer for using many Super Glitch moves. *Examples:https://glitchcity.info/wiki/0x50_sub-tile
Note: It's not the Glitch Pokemon itself that's so brutal and dangerous, it's the Super Glitch move that makes it so dangerous. Depending on the Glitch Pokemon in question, it knows Super Glitch move but once sent over to Yellow, it forgets Super Glitch completely (in some cases, vise versa)... in that sense, making it not much more dangerous than a Red/Blue MissingNo.
- None the less, Glitch Pokemon themselves aren't all that safe either. I've certainly used them enough to know that much. In some cases though, a certain Glitch Pokemon can be very useful in your possession.. but personally, I still don't trust them.
.... Don't put your trust into Glitch Pokemon other than MissingNo duplicating some of your items.
Oh, thank you for bringing that up! :)
- Yes, that's true and that also goes for any glitch method of walking through walls. I remembered to put in Saffron City surrounding trees but completely forgot about Pallet town grass edge. I'll add that to my 1st Gen postings where it's needed. :)
- Both GameShark and glitch walking through walls can also trigger Glitch City glitch (depending on location). the locations vary between each method. I'll need to add a Glitch City glitch section also.
I love Glitch City. I exploited every variation possible.
Some locations don't produce a Glitch City (ex. Cerulean City) and some produce variations that aren't very navigatable (ex. Pallet Town).
Amy May said:
I never own an action replay device before (unless using a friends) but yeah it's amazing how solid the games itself are. I used to do some real insane stuff (plus insane runs) in my Red cartridge. When I started it up a couple years ago, it was still running with the last game I ran after raiding ram city and finished map looping it. xD
The Playstation 2 AR I bought a few months ago is the first cheat device I've owned since the two GBC Gamesharks I had as a teenager.
I Gamesharked the hell out of Red and Blue as well which also held out, blue was even stronger than the GS itself, hence the reason I owned a second.
I bought the second after the first one corrupted when I, it took me years to realize, made an incorrect attempt at applying the code to battle Oak. The game crashed and the GS suffered the equivalent of a Pokemon cartridge's save battery dying. The game however survived.
Amy May said:
It wouldn't suprised me through, in making of 1st gen that they already may have been planning out 2nd Gen poke (using 1st Gen's framework) which then turned into residual data in the end.
There were rumors and phony cheat processes galore for obtaining non-Pokedex Pokemon in Gen 1. The most popular: PIkablu.
Originally this Pokemon was believed to be a member of the Pikachu family that somehow, irrationally did a complete type transition from electric to water, to the point that one of the said methods of obtaining it was to use a water stone on Pikachu or Raichu.
The dialogue goof-up of the trader on Cinnabar Island (who traded you an Electrode for a Raichu and told you the Raichu evolved) was said to be evidence of Pikablu's identity and existence.
Pikablu turned out to be Gen 2's Merril.
Ah, so many fake rumors; getting Mew, getting Mewthree, getting Togepi, getting Yoshi!
So many memories.