This is a sub-page of Proto:Plants vs. Zombies (Windows, Mac OS X)/0.1.1.1014.
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Adventure Mode#
Level 1 (Day)#
1-10#
The conveyor belt seems to give the player Chompers more often. Most likely changed to keep the level from being too easy to complete.
Level 2 (Night)#
2-1#
Crazy Dave's dialogue at the beginning of the level is different from the final game.
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0.1.1.1014 |
Final |
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For two... um... I forgot what two was... Lucky for you, you got yourself some puff-shrooms. Plant as many of those as you can and you'll be a-o-good. |
You can still get sun from sunflowers, though. And lucky for you, you got yourself some puff-shrooms. Plant as many of those as you can and you'll be A-O-GOOD. |
2-5#
Crazy Dave has a different monologue compared to the final game.
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0.1.1.1014 |
Final |
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Got a good look at your almanac? Yeah, there's all kinds of useful tidbits in there. Uh oh... see those gravestones in your yard? That means your lawn is about to be overrun by zombies. Lucky for you, I'll lend you this hammer! That'll help you take care of those zombies lickety split. GO! SHOW'EM YOU'RE A TIGER! |
Ever play a game called Whack-a-Zombie? It's just like huntin' squirbos. You know, those furry little rodents that dig holes in your lawn? Yeah, just like that, but instead of squirbos, it's zombies. And instead of a shovel, it's a mallet. And instead of ME, it's YOU! |
2-8#
2-8 contains 11 graves at the start instead of 7.
Level 3 (Pool)#
3-5#
- Crazy Dave has different, much shorter dialogue at the beginning of the stage. Possibly meant as a placeholder given its simplicity.
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0.1.1.1014 |
Final |
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Look out! It's an invasion of Mini-Zombies! |
Funny thing about the zombie process. Sometimes it makes 'em come out real little. Real little and REAL MEAN! Defend your shins! |
Level 4 (Fog)#
4-1#
Once again, Crazy Dave has some different dialogue. Like 3-5, this may have been placeholder dialogue given its simplicity.
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0.1.1.1014 |
Final |
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Fog's a-comin' in.
Yup. |
You know, they used to call me "Fog Man" 'cause I would hang out in the fog and JUMP OUT AT PEOPLE! Ah, those were the days. |
4-4#
When the player gets the taco, Crazy Dave gives 1,000 coins in silver coins instead of a diamond.
4-9#
In the beta, Buckethead Zombies do not appear in this level. This is the only level where zombie types differ from the final version.
Level 5 (Roof)#
5-1#
- Crazy Dave's dialogue is slightly different, missing a hyphen in 'cabbage-pults.' Besides that, it's the same.
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Final |
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You'll need to use cabbagepults here due to your roof's angle. |
You'll need to use cabbage-pults here due to your roof's angle. |
5-5#
- Once again, Crazy Dave's dialogue at the beginning is slightly different.
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Final |
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Zen Garden is pretty cool, huh? |
Zen Garden is pretty nifty, huh? |
5-10#
Beating the level, although awarding the player the Silver Sunflower Trophy, plays the standard level complete music. A placeholder ending screen then appears (oddly different from the one accessible from the options menu, unlike the final game), with a Main Menu button kicking the user back to the title screen. The game will then unlock all features, regardless of whether they have been unlocked already or not.
Level 6 (?)#
This level is not used in this build nor the final and can only be accessed through a Level Select cheat, by enabling debug keys and pressing L. The theme of this level is an "elevated backyard", where a 5x4 section of the yard on the right is elevated. Traditional projectiles can not fire past it, similar to how peas cannot get past the slope on the Roof level. It is oddly missing the pool, despite it seemingly being set in the player's backyard again. Much like the backyard levels in the final game, it has 6 lanes.
- This level uses placeholder graphics, and is clearly in a very unfinished state. It is likely that the level (at least, in this form) was canned very early on, especially given that hacking is required to access it. It doesn't really make sense given the theme progression of the game (with level 5 being the roof level), and the fact that the pool is missing may owe to being scrapped before the final concepts for Levels 3 and 4 were decided upon.
- In the final game, since the theme that this level uses is no longer present, it uses the Day theme with the Day music instead.
- Stage 6-1 seems to be the only actual sublevel here, and its configuration is exactly the same as level 5-9, with the same waves of zombies being present here. Every other sublevel appear to be glitch levels - they're all a duplicate of 6-1, and as there is no boss, you can play this level up until the 32-bit integer limit.
- Interestingly, the background graphic here is called background6. While this might seem ordinary at first, matching up with the number of the level as per the other level backgrounds, the night roof background for 5-10 is named "background6boss", both in this prototype and in the final game (where the standard background6 is simply missing altogether.) This may indicate that they were planning to rework this stage into a night roof level, hence why they'd keep such an early stage around for so long. However, if this is the case, it bears the question as to why Level 5-10 is already using the Night Roof concept. The type ID for this background in the code is "BACKGROUND_X_HILL".
- When beating a sublevel, the player will be awarded a money bag. The game will then skip to the next level immediately, without any level complete screen.
- The music used is Moongrains, the same as normal night levels.
- The zombies in this stage appear to be the Zombie, Conehead Zombie, Buckethead Zombie, Bungee Zombie, Ladder Zombie, Catapult Zombie, Jack-in-the-Box Zombie and the Gargantuar, all of which are also present in the roof levels. The zombies present doesn't seem to change on any level.
Other Modes#
Mini-games#
- In Zombiquarium, the player is unable to tap the glass, the sound to place a brain is the planting sound.
- Jalapeno Zombies appear in ZomBotany 1.
- Ambush Zombies appear in ZomBotany 2. Possibly an oversight.
- ZomBotany both 1 and 2 contain 3 unused zombies, those being; the Dog Zombie, the Dog Walking Zombie, and the Propeller Zombie.
- Swapping plants in Beghouled is slower.
- Up to four Zombonis appear in Bobsled Bonanza lineup.
- The sound for the Slot Machine is different, and in lower quality.
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0.1.1.1014 |
Final |
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- Last Stand does not include Jack-in-the-Box, Ladder, Newspaper, or Dolphin Zombies.
Puzzles#
Vasebreaker#
- The sound for breaking a vase is audibly very different. It's much more subtle, whereas the current one sounds more like glass shattering.
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0.1.1.1014 |
Final |
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I, Zombie
- All I, Zombie levels after Give Me The Brain (Three Hit Wonder) use regular Zombies instead of Imps.
Other#
Limbo Page / Unused Mini-games#
- Unsodded has 5 open lanes instead of 3.
- Sunny Day includes the Propeller Zombie and Dog Walking Zombie.
- Art Challenge: Wall-Nut contains two eye graphics near the center of the circle of Wall-Nuts, which cannot be planted on. Although these graphics don't exist in the final version of the mini-game, the areas they once appeared in still cannot be planted on.
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0.1.1.1014 |
Final |
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- The mini-game Squirrel actually has visible squirrels! It can also be accessed via the Limbo Page properly, as Intro isn't in the game yet, leaving its button uncovered.
Intro / Upsell / Tree of Wisdom#
- These modes do not seem to be present in this build. attempting to access any of them by external means will simply crash the game.