MissingNo.: Difference between revisions

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'''Missing Number''' (Japanese: '''けつばん''' ''Ketsuban'', lit. "Missing Number"), referred to by Nintendo of America as '''MissingNo.''', and appearing in-game as '''MISSINGNO.''' refers to a group of glitch Pokémon that act as fillers for vacant slots. For each version, there are 39 separate MissingNo. slots. Three particular examples also serve a specific purpose throughout the game; as the Kabutops Fossil, the Aerodactyl Fossil, and Pokémon Tower Ghost.
'''Missing Number''' (Japanese: '''けつばん''' ''Ketsuban'', lit. "Missing Number"), referred to by Nintendo of America as '''MissingNo.''', and appearing in-game as '''MISSINGNO.''' refers to a group of glitch Pokémon that act as fillers for vacant slots. In the Japanese versions, there are 38 separate MissingNo. slots, whereas in the Western localizations, there are 39. Three particular examples also serve a specific purpose throughout the game; as the Kabutops Fossil, the Aerodactyl Fossil, and Pokémon Tower Ghost.


Most of the data pertaining to MissingNo. is clearly glitched and unintentional (and there is no error prevention, unlike for example the placeholder sprite loaded in place for the Generation III glitch Pokémon [[??????????]]) and in itself MissingNo. is not a legitimate Pokémon, but [[Partially unused and glitched|curiously some data]] like nine of the MissingNo. cries are leftover development remnants. During the development of Pokémon Red, Green and Blue, the index numbers of many of the MissingNo. were instead occupied by [https://tcrf.net/Pok%C3%A9mon_Red_and_Blue/MissingNo.#MissingNo._List unreleased Pokémon], but in the final games the leftover cries are the only hints that cut Pokémon ever existed.
Most of the data pertaining to MissingNo. is clearly glitched and unintentional (and there is no error prevention, unlike for example the placeholder sprite loaded in place for the Generation III glitch Pokémon [[??????????]]) and in itself MissingNo. is not a legitimate Pokémon, but [[Partially unused and glitched|curiously some data]] like nine of the MissingNo. cries are leftover development remnants. During the development of Pokémon Red, Green and Blue, the index numbers of many of the MissingNo. were instead occupied by [https://tcrf.net/Pokémon_Red_and_Blue/MissingNo.#MissingNo._List unreleased Pokémon], but in the final games the leftover cries are the only hints that cut Pokémon ever existed.


The index numbers for "MissingNo." entries appear in between valid Pokémon, and combined they add up to 190 entries (151 valid Pokémon+39 MissingNo.). This was in fact an early number for the total number of Pokémon according to the 2020 Pokémon Blue source code leak, but it is also known that in total Game Freak have created [http://lavacutcontent.com/sugimori-masuda-developer-interview/ even more draft designs of Pokémon]/or [https://tcrf.net/Prerelease:Pok%C3%A9mon_Red_and_Blue/Early_Development#Capsule_Monster_Pitch any other monster designs pertaining to the Capsule Monsters pitch] than 190, just not necessarily ever programmed into the game. One MissingNo. that doesn't exist in the final games may have also been replaced with Mew (hence hypothetically at this point in development, there were 40 MissingNo.; not 39). According to [https://www.nintendo.co.uk/Iwata-Asks/Iwata-Asks-Pokemon-HeartGold-Version-SoulSilver-Version/Iwata-Asks-Pokemon-HeartGold-Version-SoulSilver-Version/1-Just-Making-The-Last-Train/1-Just-Making-The-Last-Train-225842.html Iwata Asks (Pokémon HeartGold and SoulSilver)], Mew was programmed into the game near the very end, after debugging features were removed to make space. At some point (as found by asset leaks) a cut Pokémon actually occupied Mew's index number (0x15, dec:21) as [https://tcrf.net/Development:Pok%C3%A9mon_Red_and_Blue/Pok%C3%A9mon_Data Omega].
The index numbers for "MissingNo." entries appear in between valid Pokémon. The 2020 Pokémon Blue source code leak revealed that the 36 regular MissingNo. correspond to deleted Pokémon; however, it has been known [https://glitterberri.com/pokemon-2/ as early as 1997 that over 200 Pokémon were designed], which was [http://lavacutcontent.com/sugimori-masuda-developer-interview/ further reinforced in July 2000]. Additionally, the [https://tcrf.net/Prerelease:Pokémon_Red_and_Blue/Early_Development#Capsule_Monster_Pitch Capsule Monsters pitch from 1990] also mentioned "over 200 types of monsters". According to [https://iwataasks.nintendo.com/interviews/ds/pokemon/0/0/ Iwata Asks (Pokémon HeartGold and SoulSilver)], Mew was programmed into the game near the very end, after debugging features were removed to make space. At some point (as found by asset leaks) a cut Pokémon actually occupied Mew's index number (0x15, dec:21) as [https://tcrf.net/Development:Pokémon_Red_and_Blue/Pokémon_Data Omega].


While technically there can be 256 indexed species (2^8 entries in one byte), the other glitch Pokémon only exist after Victreebel (190) with names not programmed into the game but extrapolated from unrelated data beyond [https://github.com/pret/pokered/blob/2954013da1f10e11db4ec96f9586b7c01706ae1a/data/pokemon/names.asm MonsterNames] encoded as if they were Pokémon names. ([[GlitchDex/RB:000|'M (00)]]/[[GlitchDex/Y:000|3TRAINERPOKé₽ (00)]] can be interpreted as both the index 256 or index 0 Pokémon).
While technically there can be 256 indexed species (2^8 entries in one byte), the other glitch Pokémon only exist after Victreebel (190) with names not programmed into the game but extrapolated from unrelated data beyond [https://github.com/pret/pokered/blob/2954013da1f10e11db4ec96f9586b7c01706ae1a/data/pokemon/names.asm MonsterNames] encoded as if they were Pokémon names. ([[GlitchDex/RB:000|'M (00)]]/[[GlitchDex/Y:000|3TRAINERPOKé₽ (00)]] can be interpreted as both the index 256 or index 0 Pokémon).