Not really a glitch, but this would be a good place to put it. It's well documented that the critical hit threshold for Gen-1 is different between the gameboy games and Stadium 1. Specifically speaking:
R,G,B,Y Threshold = Base speed 'B' / 2
Stadium Threshold = (Base speed 'B' + 76) / 4
With focus energy:
R,G,B,Y Threshold = Base speed 'B' / 8
Stadium Threshold = (Base speed 'B' + 236) / 2
Satoru Iwata was the one who ported Morimoto's battle engine over to Stadium, so what was Iwata thinking here? I believe I know what Iwata was thinking. Follow along with me.
First let me state this. The RGBY threshold for focus energy is bugged due to a typo in the code. It is supposed to be B * 2 (quadruple rate).
Now, let's start with the regular threshold.
B
--
2
Multiply this by 2/2 to get
2B
--
4
And rewrite as
B + B
-----
4
Here's the first change Iwata made. He took one of the B variables and turned it into a constant of 76. This is a balancing decision that tightens the range of the critical hit threshold. Pokemon with a base speed >76 get nerfed and those with a base speed <76 get buffed.
B + 76
------
4
Now to look at how Stadium handles focus energy. First thing is that it properly multiples the crit rate by 4.
B + 76
--------- * 4
4
Rewrite as
B + 76
---------- * 2 * 2
4
Multiply one of the 2's through the numerator
2B + 2*76
--------------- * 2
4
Rewrite as
B + B + 76 + 76
---------------------- * 2
4
Now Iwata does some more balance changes. He changes another B variable into a constant 80. Then he changes one of the 76 constants into 80 as well. This means that focus energy itself is less effective for pokemon with base speed >80 and those with base speed <80 get more mileage out of the move.
B + 80 + 80 + 76
------------------------ * 2
4
Now add everything up and simplify
B + 236
-----------
2
And that is the thought process of why Stadium 1's crit rate formulas are what they are.