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Either that, or M can replicate itself endlessly and you can never win. When fighting M, if you capture it, the battle doesn't terminate properly even though M's sprite has vanished and the game has correctly added the glitch to your party or open Pokemon box. To Pokemon theorists and creepypasta fans everywhere M is the 'missing link' in the whole Kangaskhan, Cubone, and Marowak trifecta of mommy-issues nonsense even though M is a block of pixels that also has two other unrelated evolutions. M is also the only MissingNo to feature evolutions and has three of them: at level 138 M will evolve into Clefairy, M can spontaneously turn into a Rhydon unprovoked if you already have an M in your party, and at any level other than 138 M will evolve into Kangaskhan. It is not known why M is the odd-man out when it comes to the other 40-something MissingNo but M is 'the one'. M occupies hex slot '00″ in the ROM and its full name appears as ' 'M ' where ' is an ever-changing graphic depending on what Pokemon you use to fight it. Due to a lack of attention to finite details in their programming work, which is forgivable considering the sheer magnitude of their creation and this undertaking being the developers' first time taking on such a venture, both the Japanese and North American releases of the original Pokemon games were riddled with glitches ranging from mildly amusing to downright terrifying. Programming oversights, data omissions, and lack of a proper error handling system eventually led to trainers getting lost in places that looked like this: Where we're going we don't need eyes to see. Never before had Game Freak produced a game so intricate and detailed, and mistakes were made to say the least. Neophyte game developer Game Freak (directed by Tajiri) set out to produce the original two installments Red and Green, which became such a hit that Blue was also released. For all the options available in the original games it was still quite a linear adventure, and a simplistic one at that. When Pocket Monsters was created by Japanese game designer Satoshi Tajiri in 1996 it was nothing more than a way for the designer to relive his childhood pastime of insect collecting and share it with the residents of his homeland.
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