Cable Club escape glitch

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Miscellaneous glitches of Pokémon Red and Blue and Pokémon Yellow

Amazing Man (Red and Blue only) | Cable Club escape glitch | Celadon looping map trick | Champion Blue music muting glitch | Coastal Flooding | Confusion and Substitute glitch | Cooltrainer move | Cycling based glitch maps | Escape sprite handling glitch | Evolve without an evolutionary stone (Red and Blue only) | Evolving Raichu (Red and Blue only) | Expanded item pack | Expanded Pokédex | Focus Energy glitch | Get stuck in a wall | Ghost Bicycle glitch | Glitch encounter system | Glitch City RAM Manipulation | Infinite Blaine Door | Introduction Nidorino glitch (Red and Blue only) | Invisible PCs (Red and Blue only) | Invisible tree glitch | Item stack duplication glitch | Mute the music in the Pokémon League | Partial trapping move link battle glitch | Pokémon Tower Pokédex glitch | PP underflow glitches | Recovery move glitch | Rival's effect | See a Ghost without a Silph Scope | Selfdestruct and Substitute glitch | Silph Co. PC Glitch | Slot machine glitch | Stand on a tree | Statue behavior glitch (Red and Blue only) | Super effective move AI flaw (Red and Blue only) | Super Glitch | Surf down glitch | Swift miss glitch | Transform assumption glitch | Transform Empty Move Glitch | Trick Zone | Vending machine purchase glitch | Walk around with only fainted Pokémon (Red and Blue only) | Walking lag glitch | Walk on water through Surf | Walking Pikachu happiness glitch (Yellow only) | Wild appeared! | ZZAZZ Glitch

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The Cable Club escape glitch is a glitch in the first generation of Pokémon games.

It tricks the game into thinking the player is in the Cable Club while they are not.

There are two different ways to perform it: the simplest was fixed in Pokémon Yellow, the other works in all games.

Exclusively to Pokémon Yellow, the poison damage won't be applied while walking.


The SAVE option will be replaced with a RESET option, as in the Cable Club. The player won't be able to save using the start menu (it is still possible by switching Pokémon boxes). As items can't be used in the Cable Club, the pack cannot be accessed either.

All encountered Trainers will also be using the same roster as the other Game Boy had when entering the battle / trade (including stats). Note that only the roster is changed, not the AI.


Poison method (Red/Blue only)

Requirements :

  • Access to a Cable Club and another Gen I cartridge to link with
  • Only poisoned / fainted Pokémon

This method is also known as the Cable Club black out glitch. The player must initiate a trade / battle with the other player to copy the other roster into memory. The player doesn't need to complete a trade ; just entering the trade screen is completely fine.

The player should then walk around until he blacks out due to poison. He will be outside of the Cable Club with the game thinking he is still inside : the glitch is active ! Enjoy.

Glitch City method (all Generation I games)

Requirements :

  • Access to a Cable Club and another Gen I cartridge to link with
  • Access to the Safari Zone
  • Optional but heavily recommended to fully use this glitch : A Pokémon knowing Dig

Activation steps :

  1. Enter the Safari Zone gate, pay in and walk until nearly ~50 steps remain
  2. Exit the Safari Zone, and as the guy asks you to leave, answer "NO".
  3. Don't make a step, save and reset the game
  4. Walk south, and answer "NO" to the guy
  5. Exit the gate, and go / Fly / Dig / Teleport to a Pokémon Center
  6. Enter the Cable Club (either Trading Center or Colosseum)
  7. Either view the trade screen, or battle once to copy the opponent's roster into memory
  8. When the player has control, walk around until you are warped to the Safari Zone gate
  9. WARNING : exiting the gate will bring you to a Glitch City. Entering the Safari Zone again then Digging would prevent this.


This trick allows to replace a Gym Leader, Elite Four or Champion roster with only weak Pokémon (like a 1 HP poisoned Magikarp knowing only Splash), and that will count as beating the Champion normally. Only the roster is changed, the Trainer AI isn't changed (even if Red's sprite appears).

It can also be used to encounter Pokémon with an internal ID greater than 200 (which can't be encountered in the wild), but they can't be captured due to the player fighting a Trainer.

Returning the game to normal

The player can either save by changing boxes and resetting, or enter once more the Cable Club (they will be immediately taken out due to inactivity, though)

Relevant memory address details

While in the Cable Club, D12B (D12A in Yellow); wLinkState, will be left at a value above 00 (probably just 01). This causes the message "You can't use items here." to appear when attempting to use the bag (and replaces trainers with Link Trainers (affecting their sprite; which becomes that of Red, name, and party)).

Furthermore, bit 0x6 (bit 7) of D72E (D72D in Yellow) (a shared event flag address) is set; replacing the Save option in the menu with Reset.

The name and party of the trainer is sourced from D89C+, which is actually the normal battle opposing Trainer Pokémon structure before linking. This is updated after previously trading or battling with the intended linked player, and if the Cable Club escape glitch is exploited; this data will be restored allowing the player to battle them unlinked, or a glitch trainer, or simply what was at D89C before, if they did not interact.

Furthermore, nearby D89C is D8A4+; which double-serves as the wild water Pokémon structure. Hence, entering a new route with water encounters will corrupt the Cable Club escape glitch Trainer as well.

Video demonstration

YouTube video by ChickasaurusGL