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The Ditto Trick is one of the most useful glitches in the R/B/Y generation of games, and is the only way to get most Glitch Pokémon without Gameshark. It is a variation of the more well-known Mew Trick that takes advantage of Ditto's Transform instead of requiring that you encounter specific Trainers. Here's how it works:
Step 1: Train a Pokémon so that its Special stat is equal to the decimal number of the Pokémon that you want to find with this trick--for example, if you want a Mew to appear, you need a Pokémon with a Special of 21. You can fidn the decimal numbers of all Pokémon in the game on the BIG LIST. Also, don't put this specially trained Pokémon at the front of your party, and make sure to have a Pokémon with Fly in your party. If you're using Yellow Version, you should also have an Escape Rope or a Pokémon with Dig.
Step 2: Find the Gambler below the Underground Path entrance on the route to the west of Lavender Town, walk to the space directly below the door to the entrance so that he is still offscreen, save here, then take a step downwards into his line of sight, but press START in mid-step. It's a little tricky to do (that's why you should save first) but once you get used to it it becomes easy. Note: This works with other trainers that see you as soon as they come onscreen, not just this Gambler.
You should be standing here when you Fly away.
Step 3: You should be standing where the Gambler would normally be able to see you, but the START menu should be up and therefore he can't. Select "POKéMON" and then have your Pokémon with Fly fly you to another town. Any town will do, as long as you know that there are unbeaten trainers around it.
Step 4: Congratulations, you've finished the hard part of the trick. You may notice that your START button doesn't seen to work, and if you try to talk to people, they don't say anything. This is normal. The game expects a trainer battle to start since you flew away from the Gambler. To get your START menu back, and to make this gltich work, you'll have to give it one. Find any trainer that you haven't beaten, and walk at least 2 tiles in front of them so that they walk to you. One of the other strange side effects of this glitch is that the game wil freeze if you walk directly in front of a trainer--that is, only 1 tile in front of them.
Step 5: Now you have to beat the trainer in battle. Hopefully you're good enough at the game to do this. This is why I suggested that you don't put your Pokémon with the specific special stat in the front: you can't switch it with the START menu because it's disabled, and you don't want this Pokémon to level up and have its Special stat change.
Step 6: Now that you've beaten the trainer, you should have your START menu back. Use it to Fly to Fuschia City (in Red/Blue) or Cinnabar Island (in Yellow). Look in the grass on the route to the east of Fuschia (in Red/Blue) or in the basement floor of Pokémon Mansion (in Yellow) untilyou find a Ditto. When you do, switch to your Pokémon with the specific Special stat and let Ditto Transform into it. Then, run away. Now, you must finish this glitch without encountering any other Pokémon. In Yellow Version, this can be a problem, because it's nearly impossible to get out of Pokémon Mansion without encountering wild Pokémon. This is why you should have an Escape Rope or a Pokémon with Dig.
The menu appears when you enter the route.
Step 7: Fly to the town nearest the route where you flew away from the trainer (Lavender Town if you used the Gambler) and walk onto this route. As soon as you enter it, the START menu should appear for no reason. Close it with B, and a wild Pokémon should appear--exactly the one whose decimal number matches your Pokémon's Special stat.
The level of the Pokémon encountered through the Ditto Trick is equal to the Attack modifier (not the stat itself) of the Ditto at the conclusion of the battle. Stat modifiers start at 7, hence why most Pokemon reported from this glitch are at level 7. The range of stat modifiers is from 1 to 13.[1]. In addition, Pokémon with a "fading growth pattern" (Mew and all 3-stage evolutionary lines excluding Butterfree, Beedrill, and Dragonite), due to a bug in the algorithm (1.2L3 - 15L2 + 100L - 140) used to calculate these Pokémon's experience points, have negative experience at levels below 2 (-54 at level 1, -140 at level 0). However, since level values are read as unsigned (i.e. non-negative) integers, this actually equates to a rather large positive number (16,777,076 and 16,777,162, respectively). If this Pokémon gains enough experience in battle to stay below 0 (i.e. less than 54), the game will recalculate its level based on experience, forcing the Pokémon to level 100, the maximum level that can be attained in battle.[2]
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Some content taken from or based on content from Professor Glitch's Laboratory which is (C) 2004 Abwayax.