the cutting room mirror

0.1.1.1014

This article has a talk page!
view on tcrf.net

This is a sub-page of Proto:Plants vs. Zombies (Windows, Mac OS X).

Gameplay Differences#

Plant/Zombie Behaviors#

  • Tangle Kelps are able to capture zombies before they're able to enter the pool.
  • Bungee Zombies have half the amount of health.
  • Flag Zombies are a bit faster than in the final game.
  • Catapult Zombies cannot be stunned by Kernel-pult's butters.
  • Pole Vaulting Zombies die instantly when landing on Spikeweeds or Spikerocks.
  • Zombies take damage when eating Torchwoods. This mechanic would later return in the sequel.
  • Squash disables his hostile state after successful detection when the zombie found dies in any way or is about to be squashed by another Squash.
  • Spikeweeds and Spikerocks can't damage zombies if they are eating a plant behind them.
  • There are no Imps in I, Zombie, and they are instead replaced by Basic Zombies.
  • The control layout in I, Zombie Endless has 3 Split-peas instead of 2 and no Repeaters.

Miscellaneous#

  • Brains don't drop money after being eaten by a Zombie in I, Zombie.
  • Chocolate is needed to wake up Stinky the Snail, rather than simply clicking it when sleeping. The option to give Chocolate to it to speed him up when awake is not available, though Stinky will wake up with the speed increase.
  • The opening cinematic (with the plants and zombies on the Pool level) doesn't play when starting a new game.
  • The ending cinematic (Zombies on Your Lawn) doesn't exist yet.
  • Cheat codes don't appear to exist yet, most likely due to the lack of the Tree of Wisdom.
  • You don't get your first upgrade plant in the Shop till 4-5 and it's only the Gatling Pea. This is similar to how it was in the Free Trial version of the final game.
  • The I, Zombie level Give Me the Brain (Three Hit Wonder in the final version) has the positions of the last 3 zombies swapped, with the Ladder Zombie being 4th, the Bungee Zombie being 5th, and the Miner Zombie being 6th. Also if the player loses the level, the losing dialog box will say "Give Me the Brain: You lost all your zombies!"
  • The aquarium garden only has 3 spots to place plants instead of 8 like the final game. Additionally, the placeable spots aren't highlighted when placing a plant.

Visual Differences#

Shop Backgrounds#

0.1.1.1014

Final

PVZ_Proto_Store_Background.jpg
B%26DStoreBackgroundNight.jpg

PVZ_Final_Store_Background.jpg
PvZStoreBackgroundNight.jpg

Older versions of the backgrounds for Crazy Dave's Twiddydinkies. Features incomplete shading and lacks the usual outline.

Aquarium#

Careful, you'll lose an eye.

This page or section needs more images.
There's a whole lotta words here, but not enough pictures. Please fix this.

0.1.1.1014

Final

The Aquarium Zen Garden originally had a small pit in the ground where you could place a plant.

Reward#

0.1.1.1014

Final

The animation for getting a reward is different from the final version. In the Bloom & Doom build, a bright, golden glow is displayed behind the reward.

Cactus#

0.1.1.1014

Final

The Cactus originally had dirt at its base taken from Potato Mine in this build.

Cactus/Cattail Spike impact effect#

To do:
Replace these images because they're awful. Preferably with gifs.

0.1.1.1014

Final

The spikes shot by Cactus and Cattail have an impact effect that only exists in this build.

Spikerock#

0.1.1.1014

Final

Spikerock originally lacked the 3 big spikes seen in the final game.

Gold Magnet Attract Animation#

0.1.1.1014

Final

Gold Magnet's attract animation originally had its head rapidly flashing between its normal glowing sprite and a much brighter glowing sprite. This was likely changed due to epilepsy. The brighter glow sprite still exists unused in the final game.

Jack In The Box Zombie Idle#

0.1.1.1014

Final

The Jack In The Box Zombie has a eye twitching animation in the early version, the final version removes it completely. Additionally, the Jack In The Box Zombie used a regular zombie head, while the final version uses a more unique one.

Flag Zombie#

0.1.1.1014

Final

  • The Flag Zombie is slightly faster than a regular zombie.
  • The animations for the Flag Zombie walking is jankier than in the final. Additionally, when damaged, the flag uses a different texture, which can be found unused in the final game's files.

Dr. Zomboss defeated#

0.1.1.1014

Final

Dr. Zomboss doesn't wave a flag in the prototype.

Burnt Zombie#

0.1.1.1014

Final

The Zombie doesn't blink before its body turns into ashes in this build.

Crazy Dave giving the player the hammer#

0.1.1.1014

Final

Sprites for the hammer was added in the final version.

"The Zombies ate Your Brains" Text#

0.1.1.1014

Final

Text is less detailed and is missing the splat on the exclamation point.

Early Minigame Icons#

Some minigame icons are different in this version.

0.1.1.1014

Final

An early version of Beghouled's icon, featuring an early diamond design.

0.1.1.1014

Final

An early version of Zombiquarium's icon.

0.1.1.1014

Final

An early version of Zombie Nimble Zombie Quick's icon.

Sound Effects#

Missing Sound Effects#

Sound effects don't exist for:

  • Grass rolling
  • Zombies eating your brain after getting in your house
  • Your scream when your brains are getting eaten
  • Clicking on a packet that's recharging
  • Crazy Dave talking
  • Potato Mine activating
  • Zombies biting a Garlic
  • Pole Vaulting Zombie vaulting over a plant
  • Opening up a note dropped from a Zombie
  • Zombies rising from the graves
  • Graves rising from the ground
  • Watering plants in the Zen Garden
  • Feeding plants fertilizer
  • Using the phonograph on plants

Coffee Bean#

0.1.1.1014

Final

An early version of the sound played when Coffee Bean is used.

Slot Machine#

0.1.1.1014

Final

An early version of the slot machine sound. For some reason, the audio quality on this is really low.

Vase Break#

0.1.1.1014

Final

An early version of the sound played when breaking a vase in Vasebreaker

Zomboni#

0.1.1.1014

Final

Zombonis originally make a constant engine hum for as long as they were on screen instead of making an engine starting up sound.

Wake Up#

0.1.1.1014

Final

When waking up a mushroom or Stinky the Snail, it was originally supposed to play what would later become the sound used when picking up a prize. However, this sound oddly isn't used in game.

Laser#

An odd sound for a laser exists, potentially unused. Sounds similar to the portal sound, probably meant for it as portal.ogg doesn't exist in the game yet. Even more strangely, this sound is in 48 kHz compared to every other sound which is in 8 kHz to 44.1 kHz.

Squash Landing#

A sound for the Squash vanquishing a zombie exists, yet unused. It seems like it was going to have its own sound instead of using the Gargantuar's death thump.

Pearl#

A sound for the Pearl exists, yet unused. It seems like Insaniquarium leftover. It's used sound from Bejeweled.

Music#

To do:
Add in the unused normal variation of Grasswalk and the final horde variation of Grasswalk

Originally, the game was going to use streamed music in .mp3 format. This prototype seems to be from when they were just making the switch to tracker sequences (a change likely made to allow for dynamic music), as Grasswalk and Moongrains are sequenced while the rest of the tracks are still using .mp3 files. The code for playing streamed music during levels still exists in the final build, including post-1.0 versions. Interestingly, the streamed tracks are exactly the same as the ones included in the OST.

Crazy Dave Theme (Main Menu Theme)#

0.1.1.1014

Final

Uses the version from the Plants vs. Zombies Original Soundtrack. The album metadata for this is "George's Zombies".

Choose Your Seeds#

0.1.1.1014

Final

Uses the version from the Plants vs. Zombies Original Soundtrack.

Grasswalk#

Default#

0.1.1.1014

Final

An early version of Grasswalk with some slightly different samples.

Horde#

0.1.1.1014

Final

The arrangement here is very different from both the OST version and the sequenced version in the final game. It includes a bassline not present at all in the final modules, and some backing melodies are lacking harmony, and play at incorrect volumes. Some samples are also different.

Zen Garden#

0.1.1.1014

Final

Uses the version from the Plants vs. Zombies Original Soundtrack. The album metadata names this "Zombies"

Loonboon#

0.1.1.1014

Final

Uses the version from the Plants vs. Zombies Original Soundtrack.

Ultimate Battle#

0.1.1.1014

Final

Uses the version from the Plants vs. Zombies Original Soundtrack. The album metadata for this is "Bloom and Doom/Blue Star".

Moongrains#

0.1.1.1014

Final

The arrangement here is very different from both the OST version and the sequenced version in the final game. Some samples are different, and some backing melodies are lacking harmony, and play at incorrect volumes. Some instruments also play at a different octave.

Watery Graves#

0.1.1.1014

Final

Uses Grasswalk as a placeholder.

Rigor Mormist#

0.1.1.1014

Final

Uses Moongrains as a placeholder.

Cerebrawl#

0.1.1.1014

Final

Uses the version from the Plants vs. Zombies Original Soundtrack.

Graze the Roof#

0.1.1.1014

Final

Uses the Plants vs. Zombies Original Soundtrack version of Grasswalk as a placeholder.

Brainiac Maniac#

0.1.1.1014

Final

Uses the version from the Plants vs. Zombies Original Soundtrack. The album metadata for this is "George's Zombies".

Early Main Menu Theme#

A song used in much earlier builds as the main menu theme, left in the game files.1

Unused Text#

Unused

Used/Final

Plant it on top of a mushroom to wake the mushroom up
Plant it on a mushroom to wake it up

Coffee Bean has an unused duplicate tooltip string with slightly different wording.

[CRAZY_DAVE_101]
Hello, neighbor!

[CRAZY_DAVE_102]
The name's Crazy Dave.

[CRAZY_DAVE_103]
But you can just call me Crazy Dave.

[CRAZY_DAVE_104]
I see you got yourself a shovel there.

[CRAZY_DAVE_105]
I want you to take that shovel and use it on those wall-nuts.   
 
[CRAZY_DAVE_106]
What wall-nuts, you ask?

[CRAZY_DAVE_107]
Why, the ones I just planted all over your lawn, of course!

[CRAZY_DAVE_108]
Why did I fill your entire lawn with wall-nuts?

[CRAZY_DAVE_109]
{SHAKE}Because I'm CRAAAZY!!!!!

[CRAZY_DAVE_110]
NOW DIG THOSE WALL-NUTS! SHOW ME WHAT YOU GOT!

Unused dialog for what was an early version of level 1-5, leading into what would become the unused minigame Can You Dig It?

The words 'BETA BUILD: DO NOT DISTRIBUTE' can be seen at the bottom left corner of the main menu screen. Rather ironic, isn't it?

Loading Screen#

0.1.1.1014

Final

A completely different logo is used, using the earlier name 'Bloom & Doom.' Additionally, the artwork is slightly cut off at the bottom unlike the final game, most likely to make room for the taller logo.

Help#

0.1.1.1014

Final

This shows a dialog box "Help: The zombies ate the help section. Check back later!" instead of a note from the Zombies.

Suburban Almanac#

General#

  • There seem to be more spaces in various almanac entries, most notably after punctuation marks.

Plants#

0.1.1.1014

Final

  • Spikerock doesn't have 3 big spikes.
  • Sunflower's head in its seed packet is in a different area.
  • The bottom half of Tangle Kelp in its seed packet cannot be seen
  • Potato Mine, Tall-nut, Blover, Pumpkin, Cob Cannon, Melon-pult, Winter Melon, and Hypno-shroom were slightly smaller in their seed packets.
  • Chomper was slightly bigger in his seed packet.
  • Cactus has dirt surrounding it in its seed packet, and is slightly lower as well. There are actually remnants of this in the cactus' fla file, in which sprites for the Potato Mine's dirt exist.
  • Kernel-pult, Coffee Bean, Twin Sunflower, and Cabbage-pult were in a slightly different area in their seed packets.
  • Tangle Kelp and Sea-shroom don't have special sprites for the aquarium garden.

Zombies#

0.1.1.1014

Final

  • The Pole Vaulting Zombie's icon doesn't hold a pole.
  • Flag Zombie's flag in its icon is slightly taller in the prototype. To compensate, the Flag Zombie itself is slightly lower as well. It's also being held at a different angle.
  • The backgrounds of icons don't light up when selected.

Mini-Games#

To do:
Replace the fourth image with the one with the House of Terror font.

0.1.1.1014

Final

0.1.1.1014

Final

  • Wall-Nut Bowling and Beghouled are swapped.
  • The thumbnails for Zombie Nimble, Zombie Quick, Zombiquarium, Beghouled, Beghouled Twist, and Last Stand are different from the final game.
    • Zombie Nimble, Zombie Quick shows a zombie in a Night level as opposed to a Pole Vaulting zombie in a Day level.
    • Zombiquarium shows a Snorkel Zombie facing a different direction and uses the Tank 1 background from Insaniquarium, another game created by George Fan.
    • Beghouled has a different diamond design
    • Beghouled Twist depicts a diamond within a circle.
    • Last Stand uses the thumbnail for the Vasebreaker levels, likely as a placeholder.
  • Instead of a small red corner containing the trophy to signify a mini-game has been completed, a large trophy covers the front of the mini-game's thumbnail

Puzzle#

0.1.1.1014

Final

  • Three Hit Wonder is called "Give Me the Brain".
  • Like with the mini-games, instead of a small red corner containing the trophy to signify a puzzle has been completed, a large trophy covers the front of the puzzle level's thumbnail

Limbo Page#

0.1.1.1014

Final

The Limbo page still exists in this version. You may access it with Tod Mode.

  • Several thumbnails are changed.
    • Survival: Night (Endless) has an I, Zombie thumbnail, likely a placeholder.
    • Survival: Fog (Endless) shares a thumbnail with Dark Stormy Night.
    • Survival: Roof (Endless) shares a thumbnail with Pogo Party.
  • Like with the Puzzles, instead of a small red corner containing the trophy to signify a mini-game has been completed, a large trophy covers the front of the mini-game's thumbnail
  • The buttons for Upsell, Tree of Wisdom and Intro don't exist yet, as those modes haven't yet been coded in as of this prototype. As such, Squirrel can be accessed without the use of external cheats, due to it not being obscured by the Intro button.

Early Credits#

Pvzproto_credits.mp4

A very early credits "roll" (although barely one, as it seems to only contain 3 credits that never move, likely as a placeholder) can be accessed from the options menu like the final game, however oddly will not appear after beating the game, as that instead shows a placeholder ending screen similar to the level complete screen. This one appears to be the one that would eventually become the Zombies on your Lawn music video from the final game however, featuring zombies doing various animations and stunts over the lawn background with the Grasswalk music. This quickly ends though, leaving the player with a static screen.

It can also be accessed from the options menu regardless of whether the player has already beaten the game or not - in the final game, the button does not appear until after the game has been beaten atleast once.

Unused Zombies#

All the unused Zombies appear in this build before they were removed, in all of them they have a cruder design, wear a greyer jacket, have no undershirt, and missing their signature tie. References to these cut zombies can still be found in the files of the game and can be spawned.

Dog Walker Zombie#

The Zombie walks a dog, like the name intends and has the same health of a Zombie (10 hitpoints).

Dog Zombie#

PvzDogP_Run.gif PvzDogP_Eat.gif

The dog has 14 hitpoints. When the walker dies, the dog charges much faster. The dog is a low-level target so it can't be hit by most plants in the game, even the Spikeweed/Spikerock. The dog appears in one of the concept arts of the game having a black collar instead of yellow and a more refined style. The concept of the dog speeding up after its walker is killed was likely reworked into the Newspaper Zombie speeding up when its newspaper is destroyed.

Propeller Zombie#

The Zombie is somewhat copied from the Balloon Zombie however the propeller when airborne takes three hits while maintaining the original health of it. It is also magnetic, making it grabbable by the Magnet Shroom. It has no falling death animation.

Early Balloon Zombie#

Interestingly enough, there's also an early version of the Balloon Zombie. Although it does have 'animation' frames located in it's files, they are all duplicates of the same sprite. It's located near the files of the Propeller Zombie, suggesting that this was it's replacement.

Unused Plants#

Iceberg Lettuce#

PvzIcelettuceP_Seedpacket.gif PvzIcelettuceP_Idle.gif PvzIcelettuceP_Unknownanim2.gif

  • Sun Cost: 200
  • Recharge Speed: slow
  • Tooltip: Hurls ice-cold lettuce, which slows the enemy down

Not to be confused with the other plant of the same name from the game's sequel, this plant works similarly to the Cabbage-pult, and was possibly an upgrade to it at some point in development. The plant launches frozen cabbage towards the closest zombie, and slows it down. According to George Fan, this plant was originally in place of the Marigold in terms of unlock order before the Marigold got added. There's a second animation in the image files that has a catapult plant, without a head and with a green basket that is part of the leaves, launching a projectile. This is likely a leftover from a very early design for the Cabbage-pult, as it can be seen in some very early screenshots.

Stinger#

PvzStingerP_Idle.gif PvzStingerP_Unknownanim2.gif

  • Sun Cost: 125
  • Recharge Speed: very slow
  • Tooltip: Shoots bees at balloon zombies

This plant fires spikes towards flying zombies. Can be placed atop other plants. It also points up when a Bungee Zombie targets it. According to a developer, this was an early version of Cactus.

Early files for the projectiles and it's seed packet description suggest this plant would've fired bees instead of spikes.

Time Stopper#

  • Sun Cost: 50
  • Recharge Speed: slow
  • Tooltip: Instantly recharges your other seeds

Instant-use plant. When planted, this plant will stop time temporarily for a maximum of 3 seconds and while frozen will rapidly reload every seed packet on the inventory.

Oddly enough, this plant reuses the same image file as the Duplicator for it's appearance.

Duplicator Cycler#

PvzDuplicatorP_Seedpacket.png PvzDuplicatorP_Example.png

  • Sun Cost: 150
  • Recharge Speed: very slow
  • Tooltip: Rows seed packets

When planted, this plant spawns a seed packet on top on it that cycles between all the plants you've chosen. These seeds can be planted. This plant was reworked into the Imitater in the final game.

Cherry Hover-Bomb#

PvzProto1CherryHoverBombPacket.png PVZProto1HoverCherry.png

  • Sun Cost: 175
  • Recharge Speed: very slow
  • Tooltip: Omb that can be planted atop other plants

This plant acts identical to a Cherry Bomb, but hovers in the air and can be placed atop other plants. Oddly enough, the graphics used are earlier versions of the Cherry Bomb, and not the final graphics. The tooltip for this plant misspelt "bomb" as "omb".

Despite (most of) these plants having their own seed packet graphics, they're no longer used in the game.

Oddities#

Catapult Plant Text Changes#

Localization changed for the Cabbage-Pult, Kernel-Pult and Melon-Pult, each having their damage increased and a firing speed of 1/2x. Despite the text changes, they all have the exact same stats as the final game, suggesting these changes might have happened in an earlier build and the developers forgot to change the localization before this one.

Crazy Dave's Shop#

PVZ_Proto_Shop_0.1.1.1014.mp4

Oddly, when a dialog box is displayed in the shop, all game logic is paused. Moving the box or clicking on a button resumes game logic. This does not happen with any other dialog boxes, nor does it happen at all in the final game.

(Source: LolHacksRule)

References#


  1. https://youtu.be/SqSj1NC7KqM?t=21↩︎