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The old man glitch is a well-known glitch in Pokémon Red and Blue, and an extension of the Fight Safari Zone Pokémon trick. It is one of the methods by which the player can encounter MissingNo. and 'M (00), and almost certainly the most famous method. Its name comes from the old man in Viridian City, who is required to begin the glitch. It should not be confused with the related item duplication glitch, which is most easily performed by first performing the old man glitch.
This glitch was not present in the Japanese Pokémon Red, Green, or Pokémon Blue. This glitch was fixed in the Spanish and Italian versions of Pokémon Red and Blue by making the shore tiles act as water tiles, but still remains in the German and French versions of Pokémon Red and Blue; however, in the French version, the game freezes upon encountering a MissingNo. or 'M (00). This glitch was removed in all versions of Pokémon Yellow by blanking the data for wild Pokémon before overwriting it, and reprogramming the shore tiles to not call any wild Pokémon.
- 3Results
- 3.2Preset names
Performing the glitch
The glitch is a special case of the Fight Safari Zone Pokémon trick. To perform the glitch, the player must talk to the old man located in the north of Viridian City and allow him to demonstrate how to catch a Pokémon. After the demonstration, the player should immediately Fly to Cinnabar Island. Here, the player should surf up and down along the east coast of the island where the water is touching the land without leaving Cinnabar Island. Wild Pokémon will appear, based on the player's name.
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This video is not available on Bulbapedia; instead, you can watch the video on YouTube here. |
![Tricks Tricks](https://i.ytimg.com/vi/a7XzhI8avOY/hqdefault.jpg)
Effects
The wild Pokémon that appear are based on the index numbers of the characters in the player's name. The third, fifth, seventh, ninth, and eleventh slots of the player's name are the species of Pokémon that will appear (see table below). The second slot of the player's name becomes the level of the Pokémon caused to appear by the third slot, the fourth slot for the fifth slot, the sixth slot for the seventh slot, the eighth slot for the ninth slot, and the tenth slot for the eleventh slot. However, due the seven character name limit, only the first seven slots can be directly chosen by the player; the remaining slots contain filler data that varies with the method that was used to choose the player's name. Regardless of the method used, the player's name is terminated by a special character to mark the end of the name which has the index number 80.
If the player uses a custom name, all characters after the end of name marker are blank (00). This causes 'M (00) to appear at level 0, and if the player's name has an odd number of characters, at level 80 as well (due to the positioning of the end of name marker). Due to the ninth through eleventh slots necessarily being blank for custom names (due to the character limit for names), 'M (00) can always appear for custom names.
If the player uses a preset name, instead of the following bytes being blank, they are filled by the sequence of other preset names separated by end of name markers (with NEW NAME after the last preset name). As such, 'M (00) will not appear when using a preset name.
Results
Custom name
This table demonstrates what Pokémon specific characters in the player's name will cause to appear, or the level of the Pokémon that they will cause to appear. Only characters possible to include in the player's name are included; the null character (0) cannot be inserted by the player, but instead fills the remaining slots after the end of name marker (80) at the end of the player's name. Glitch Trainers are in bold.
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Preset names
Choosing a preset name will result in different results to inputting a custom name. Inputting a custom name which is the same as a preset name will not cause the glitch to behave as if a preset name was chosen.
Preset names function differently because they are stored one after the other in the game data, separated by the end of name marker, whereas custom names are succeeded by zeros after the end of name marker. In English Pokémon Red, the player's name is stored as 'RED<end>ASH<end>JACK<end>NEW NAME', starting from the selected name; in English Pokémon Blue, the player's name is stored as 'BLUE<end>GARY<end>JOHN<end>NEW NAME', likewise starting from the selected name.
Due to the names extending past the usual seven character limit, the ninth and eleventh characters are also used to determine the wild Pokémon, and their levels are determined by the eighth and tenth characters, respectively. These characters are usually null, so cause 'M (00) to appear, and Pokémon to appear at level 0, respectively. Because of this, unlike when inputting a custom name, 'M (00) do not appear when using a preset name. Characters after the eleventh are ignored.
Pokémon Red
The numbers in parentheses are the index number of the specific MissingNo. in hexadecimal.
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Pokémon Blue
The numbers in parentheses are the index number of the specific MissingNo. in hexadecimal.
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Cause
This section is incomplete. Please feel free to edit this section to add missing information and complete it. Reason: Explanation of why it does not occur in the Japanese versions. |
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When the game sets up the battle between the old man and a wildWeedle, it needs to temporarily change the player's name to 'OLD MAN' so that it will display that name, rather than the player's entered name, during the battle.
The programmers decided to use the space where data for wild Pokémon found in the grass is stored (which is completely blank in Viridian City, as only Surfing and Fishing data is used) to save the player's name temporarily. Normally, this would cause no abnormal activity, as this data is overwritten when the player moves to a different area.
In all cities, however, this data remains blank, and so the data is never overwritten (as there is nothing new to overwrite it with), and thus, the data that was last entered (be it the player's name or the wild Pokémon data from another area) remains in place. This itself still causes no harm; however, an oversight in the programming of the tiles used to denote the shore of Cinnabar Island marks them as equivalent to grass. As all water routes have no real grass on them, likewise, the data is not overwritten, and so whatever data is in the slots for wild Pokémon found in the grass is used, be it the player's name or wild Pokémon found elsewhere, such as the Safari Zone.
The name of the player has six hexadecimal values in it. The game needs only three 'slots' of wild Pokémon data to store this.
The species of wild Pokémon the player encounters along the coast are determined by the third, fifth, and seventh characters of the player's name, while their levels are determined by the second, fourth, and sixth characters, respectively. The game also reads the ninth and eleventh slots as wild Pokémon and the eighth and tenth slots as their respective levels; however, due to the seven character name limit, these slots are not used unless using a preset name, so are blank (00), causing 'M (00) to appear at level 0.
Other coast related exploits
- See also: Fight Safari Zone Pokémon trick
Because Cinnabar Island has no wild Pokémon data but the potential for wild Pokémon to appear, and that wild Pokémon data is not formatted when entering a new area, any location that can be flown from can have its wild Pokémon available on the coast.
This includes the Safari Zone, so players can encounter Safari Pokémon under normal battling circumstances. Since the old man only writes to the first eleven wild Pokémon addresses, it means that extra Pokémon may be accessible even if the player's name is eleven characters long (which is possible with preset names). This grass Pokémon data is mapped to three 'uncommon encounters' and two 'rare encounters'.
Due to being able to find Pokémon over level 100, it is possible to trigger glitches relating to Pokémon with levels that are too high. If Pokémon over level 100 receives experience by battle, it will automatically go to level 100; Rare Candies will level up the Pokémon normally. If the Pokémon's remaining HP is already low, dropping to level 100 can cause the HP to drop to negative number, but it will be interpreted as a very high number, similarly to the Pomeg glitch. In Pokémon Stadium, HP is shown as the actual amount; in Pokémon Stadium 2, it will act as if its HP was full.
Reportedly, the first coast exploit discovered involved performing an in-game trade with an NPC and surfing on the coast.[1] This results in five level 80 hex:50 MissingNo. because the encounters are affected by the trade Pokémon's OT name. Specifically, grass data is overwritten with '5D 50 50 50 50 50 50 50 50 50 50'. The 5D byte is a control character that prints 'TRAINER' and the rest of the bytes are 'end name' characters.
Trading or fighting in the Cable Club overwrites the wild Pokémon data with the opponent's name, and by using the poison method of the Cable Club escape glitch one may escape from the Cable Club and keep the stored grass Pokémon data that normally disappears after resetting the game (even after trading). Note that battling heals the user's Pokémon, meaning that the player has to do this glitch by bringing up the trade screen.
This Cable Club coast exploit has an unexplained complication of affecting encounters further than uncommon Pokémon 1 (D891); for example, glitch Trainer FD can appear on the coast through this method.
Video of the trade NPC exploit:
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This video is not available on Bulbapedia; instead, you can watch the video on YouTube here. |
Video of the Cable Club trade exploit (which requires the Cable Club escape glitch)
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This video is not available on Bulbapedia; instead, you can watch the video on YouTube here. |
References
- ↑Okk's MissingNo. guide
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This article is part of Project GlitchDex, a Bulbapedia project that aims to write comprehensive articles on glitches in the Pokémon games. |
Readers ask if quick reflexes are the key to winning
By John Grochowski
I keep a list of questions that I’m most often asked about slot machines. You could probably tick off some of them: “Are games programmed to go cold after a big win?” “Do you get less payback when you use your rewards card?” And the big one, “Can you tell me how to win?”
Those have been standards ever since I started writing about casinos and casino games 20 years ago. But recently, another question has been shooting up the charts. I have it all the way up at No. 2 on the readers’ hit parade:
“I’ve noticed on a lot of video slot games that if I hit the button a second time while the reels are spinning, they stop right away. I was wondering if I could use this to my advantage. If I see the bonus triggers or the jackpot symbols at the top, should I quickly hit the button again and try to stop the reels?”
I had that thought myself the first time I accidentally double-hit a button and saw the reels click to an immediate halt. Could this be an answer to the chart-topping question, “how to win on the slots?”
Unfortunately, it doesn’t work that way. In nearly all slot games that allow you to stop the reels, there is no skill or timing involved on your part. The random number generator has already determined your outcome when you hit the button to spin the reels, and you’re going to get the same result regardless of whether you stop the reels early, or let them halt in their own time.
When you play a slot machine, the game isn’t actually being played out on the reels, whether it uses “real” reels or video reels. It’s being played internally, on the game’s random number generator. The reels are just a player-friendly interface, and are told where to stop by the RNG. If there’s a malfunction and the reel display doesn’t match the numbers generated, it’s the RNG that counts. Large jackpots can be denied—and have been denied—if a check shows the random numbers on the internal computer chip don’t match the winning symbols on the reels.
But this is extremely rare. The engineering is good enough that almost all the time, the RNG and reel display are going to match up. This doesn’t change if you double-hit the bet button. If the RNG has spit out a random number that tells the first reel to stop on a single bar, then you’re going to get a single bar—regardless of whether you hit the button a second time for a “quick stop,” or just let them take their own sweet time.
There are rare exceptions. When I’ve answered similar questions in the past, I’ve mentioned IGT’s Reel Edge games. In their original incarnation, Reel Edge games enabled players to touch and stop the reels one at a time. There was actual skill involved. Your timing in stopping the reels determined the outcome. The reels spun very, very fast, so it was going take a keen eye and sharp reflexes to get better than random results, but it was possible.
I gave it a try, and found my reflexes just weren’t fast enough to generate more than my normal share of winners. In the original three-reel Blood Life game, I identified a green 7 as the easiest symbol to pick out as it whizzed by. I touched each reel individually as I saw a green 7 reach the top of the slot window, and managed to stop 7s on all three reels. Alas, I failed to land them all on the same payline. Some younger folks with quicker reactions may have been able to do better.
I don’t know if any of the first generation of Reel Edge games remain on casino floors. They were never widespread, and I don’t get lists from casinos or manufacturers telling me what games are available in any given casino. The new generation of Reel Edge puts the skill-based portions of the games in the bonus events.
Blood Life’s updated video incarnation, Blood Life Legends, allows you to test your skill with a joystick to guide a bat through the ups, downs, twists and turns of a cave as you try to collect gems for bonuses. There is actual skill involved, but it’s not the reel-stopping experience readers have been asking about.
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On most slot games, even in the bonus events you’re getting an illusion of skill rather than actual skill. And when it comes to stopping the reels, it’s the random number generator, not your reflexes, that determines the results.
What about my readers’ other top questions?
To answer another—no, games are not programmed to go cold after big wins. Results remain as random as humans can program a computer to be. As long as the RNG keeps doing its thing, any big jackpot, any hot streak, and any cold streak eventually fade away into statistical insignificance, and the machine comes very close to its expected payback percentage.
No, you don’t get less payback when you use your rewards card. The player rewards system doesn’t interact with the RNG.
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And no, with rare exceptions, there is no way to beat the slots except by being in the right place at the right time. There have been opportunities for small profit on games with banked bonuses such as the old WMS game Piggy Bankin’, where the sharpies would start to play only when there were enough coins in the bank to give the player an edge.
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Such games are not common. Just as with stopping the reels early, your results are up to chance and the RNG.