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Plants vs. Zombies 2: It's About Time

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Title Screen

Plants vs. Zombies 2: It's About Time

Also known as: Plants vs. Zombies 2
Developer: PopCap Games
Publisher: Electronic Arts
Platforms: iOS, Android
Released internationally: August 15, 2013 (iOS)
Released in AU: July 9, 2013 (iOS), October 2, 2013 (Android)
Released in CN: September 12, 2013 (Android)


AnimationsIcon.png This game has unused animations.
AreasIcon.png This game has unused areas.
CharacterIcon.png This game has unused playable characters.
DevTextIcon.png This game has hidden development-related text.
EnemyIcon.png This game has unused enemies.
GraphicsIcon.png This game has unused graphics.
MusicIcon.png This game has unused music.
TextIcon.png This game has unused text.
RegionIcon.png This game has regional differences.


<Sanky> please suggest an unused sprite with a clock or something
This game is still under active development.
Be aware that any unused content you find may become used or removed in the future. Please only add things to the article that are unlikely to ever be used, or went unused for some time. If they do get used, please remove them from the page and specify in the edit summary!
Hmmm...
To do:
Development directories in CDN TAR files.

A new Plants vs. Zombies game? It's about damn time.

This game notably found a release in China that has completely different mechanics, assets and content. For more details, click here.

Hmmm...
To do:
  • There are two pages on the Plants vs. Zombies Wiki that have more unused content and more upcoming information than this page. Add them here. (Also, update this page to be in line with the latest release.)
  • Apparently, I have heard about concept art for plants that never made it into the final game (like the mammoth nut), can someone put it in a prototype/prerelease article?
  • Update history.

Sub-Pages

PVZ2 Tactical Cuke Seedpacket.png
Plants
Unused/Early plants.
PVZ2 Unused Zombies Icon.png
Zombies
Unused/Early zombies.
PvZ2Unused - Time Twister Icon.png
Worlds and Levels
Unused world assets and levels.
PVZ2 Early Wallnut First Aid.png
Powerups and Upgrades
Unused powerups and upgrades leftover in the game.
Blank.png
Development Leftovers
Blank.png
Developer Documentations
Blank.png
Removed Content
Stuff once in the game that's been removed since.

Unused UI Graphics

Early Popup Box

A sheet containing sprites for an early UI box.

PVZ2 DELAYLOAD DIALOG.PNG

This can be seen in concept art of a stage complete screen.

PVZ2 Level Complete UI Concept.jpg

Early Buttons

2 early blue and green buttons found in the UIImages sheet.

There is another set of early buttons found in the UnsortedImages sheet, this time being the same blue button but slightly bigger and cut into different sections for the left, middle, and right, and a red and white square button. Note that the middle unselected and selected sprites of the blue button are mistakenly swapped.

Early Seed Packet

Early sprites for the seed packet border. This seed packet design was used for the Power Tile seed packets in version 1.4.2.

Early Shovel Button

An early version of the shovel button.

This can be seen in concept art of the level UI, along with seed packets that somewhat resemble the previously mentioned early seed packet sprites.

PVZ2 Level UI Concept.jpg

Early Left and Right Arrows

2 unused sprites for left and right arrows. Their purpose is unknown.

Early Loading Animation

A very early version of the loading animation, with 4 black boxes coming in to cover the screen, and a white square growing during the loading.

PVZ2 Early Loading Animation.gif

Realistic Key

An unused sprite of a realistic key. This was likely a placeholder for gate keys. According to the folder this is in, hud_minimap, it was supposed to be for a scrapped mini map.

PVZ2 Realistic Key.png

Endless Zone Button

An unused world map button that would've likely opened a menu for the Endless Zones.

Cheat Menu

Sprites for a cheat menu. It's impossible to enable this in the retail game.

PVZ2 Cheat Menu Sprites.PNG

Zen Garden

The Zen Garden originally worked slightly differently, with plants grown having unique boosts that weren't just getting Plant Food upon being planted.

Unused Boosts

There exist several boosts which were meant to be obtained via the Zen Garden, but ultimately the idea was canned and only First Strike was used.

Bounty Hunter

Would have increased the chance of a plant making a zombie drop coins when killed.

[BOOST_TITLE_BOUNTY_HUNTER]
Bounty Hunter

[BOOST_COMBAT_BOUNTY_HUNTER]
Defeated zombies drop coins

[BOOST_DETAIL_BOUNTY_HUNTER]
Zombies defeated by this plant drop coins. This boost lasts for 1 level.

Extra Toughness

Would have increased the health of the boosted plant.

[BOOST_TITLE_EXTRA_TOUGH]
Extra Toughness

[BOOST_COMBAT_EXTRA_TOUGH]
Extra protection against attacks

[BOOST_DETAIL_EXTRA_TOUGH]
Extra protection from zombies. This boost lasts for 1 level.

Fast Recharge

Would have decreased the recharge time of the boosted plant.

[BOOST_TITLE_FAST_RECHARGE]
Fast Recharge

[BOOST_COMBAT_FAST_RECHARGE]
Recharges faster

[BOOST_DETAIL_FAST_RECHARGE]
Recharges more quickly. This boost lasts for 1 level.

Rapid Fire

Would have increased the attack speed of the boosted plant.

[BOOST_TITLE_RAPID_FIRE]
Rapid Fire

[BOOST_DETAIL_RAPID_FIRE]
Attacks at a faster rate. This boost lasts for 1 level.

[BOOST_COMBAT_RAPID_FIRE]
Faster attack rate

Sun Discount

Would have decreased the sun cost of the boosted plant.

[BOOST_TITLE_SUN_DISCOUNT]
Sun Discount

[BOOST_COMBAT_SUN_DISCOUNT]
Reduced sun cost

[BOOST_DETAIL_SUN_DISCOUNT]
Costs less sun to plant. This boost lasts for 1 level.

Shovel Bomb

Would have made the boosted plant explode when shoveled up, dealing 270 damage in a 3x3 area.

[BOOST_TITLE_SHOVEL_BOMB]
Shovel Bomb

[BOOST_COMBAT_SHOVEL_BOMB]
Explodes when shoveled

[BOOST_DETAIL_SHOVEL_BOMB]
Explodes when shoveled. This boost lasts for 1 level.

Marigold Boost

Likely would have boosted the Marigold's chance of producing gems, which she originally had a small chance to do based on her old Almanac entry. This is backed up by the fact that the image ID linked to this boost is named IMAGE_ZEN_GARDEN_BOOSTS_GEM.

Early Boost System

1.9.2

Data for the plant boosting system was first added in version 1.9.2. At this point it was pretty incomplete, with only plants up to Cabbage-pult (and oddly Sun-shroom, who was unreleased at the time) having unique boosts and every other plant just having First Strike.

Plant Boost
Sunflower Sun Discount (-15)
Peashooter Bounty Hunter (+100% coin drops)
Wall-nut Fast Recharge (-25%)
Potato Mine First Strike
Bloomerang Rapid Fire (x1.5)
Cabbage-pult Extra Toughness (x2)
Iceberg Lettuce First Strike
Grave Buster First Strike
Twin Sunflower First Strike
Bonk Choy First Strike
Repeater First Strike
Snow Pea First Strike
Kernel-pult First Strike
Snapdragon First Strike
Power Lily First Strike
Spikeweed First Strike
Coconut Cannon First Strike
Cherry Bomb First Strike
Spring Bean First Strike
Spikerock First Strike
Threepeater First Strike
Squash First Strike
Split Pea First Strike
Chili Bean First Strike
Torchwood First Strike
Lightning Reed First Strike
Tall-nut First Strike
Jalapeno First Strike
Pea Pod First Strike
Melon-pult First Strike
Winter Melon First Strike
Imitater First Strike
*Marigold Marigold Boost
*Laser Bean First Strike
*Blover First Strike
*Citron First Strike
*E.M.Peach First Strike
*Starfruit First Strike
*Infi-nut First Strike
*Magnifying Grass First Strike
*Tile Turnip First Strike
*Sun-shroom Extra Toughness (x2)
*Puff-shroom First Strike
^Scaredy-shroom First Strike
^Pult-shroom First Strike
^Roto-shroom First Strike
^Dart-shroom First Strike
^Zoom-shroom First Strike
^Vacuum-shroom First Strike

* = Unreleased at this time, but was added in a later version
^ = Plant is no longer in the codes as of the latest release

2.0.1

The boost system was updated in version 2.0.1, this time with each plant having 3 different boosts that would be randomly picked.

Plant Boost 1 Boost 2 Boost 3
Sunflower Extra Toughness (x1.25) Shovel Bomb First Strike
Peashooter Sun Discount (-15) Shovel Bomb Sun Discount (-50)
Wall-nut Fast Recharge (-20%) Shovel Bomb Fast Recharge (-50%)
Potato Mine Extra Toughness (x1.25) Bounty Hunter (+100% coin drops) First Strike
Bloomerang Sun Discount (-25) Bounty Hunter (+100% coin drops) First Strike
Cabbage-pult Sun Discount (-15) Bounty Hunter (+100% coin drops) Rapid Fire (x1.5)
Iceberg Lettuce Fast Recharge (-20%) Shovel Bomb Fast Recharge (-50%)
Grave Buster Fast Recharge (-25%) Extra Toughness (x1.5) Fast Recharge (-50%)
Twin Sunflower Extra Toughness (x1.25) Shovel Bomb Sun Discount (-75)
Bonk Choy Sun Discount (-25) Extra Toughness (x1.5) First Strike
Repeater Sun Discount (-50) Bounty Hunter (+100% coin drops) Rapid Fire (x1.5)
Snow Pea Sun Discount (-25) Shovel Bomb First Strike
Kernel-pult Bounty Hunter (+10% coin drops) Shovel Bomb First Strike
Snapdragon Sun Discount (-25) Shovel Bomb First Strike
Power Lily Sun Discount (-25) Shovel Bomb Fast Recharge (-50%)
Spikeweed Sun Discount (-15) Bounty Hunter (+100% coin drops) First Strike
Coconut Cannon Bounty Hunter (+10% coin drops) Extra Toughness (x1.5) Sun Discount (-100)
Cherry Bomb Bounty Hunter (+10% coin drops) Sun Discount (-50) Fast Recharge (-50%)
Spring Bean Fast Recharge (-50%) First Strike First Strike
Spikerock Sun Discount (-50) Shovel Bomb First Strike
Threepeater Extra Toughness (x1.25) Rapid Fire (x1.25) Sun Discount (-100)
Squash Bounty Hunter (+10% coin drops) First Strike First Strike
Split Pea Sun Discount (-25) Extra Toughness (x1.5) Sun Discount (-50)
Chili Bean Bounty Hunter (+10% coin drops) Shovel Bomb Fast Recharge
Torchwood Extra Toughness (x1.25) Shovel Bomb First Strike
Lightning Reed Sun Discount (-25) Shovel Bomb First Strike
Tall-nut Sun Discount (-25) Shovel Bomb Fast Recharge (-50%)
Jalapeno Bounty Hunter (+10% coin drops) Sun Discount (-50) Fast Recharge (-50%)
Pea Pod Extra Toughness (x1.25) Sun Discount (-50) Rapid Fire (x1.5)
Melon-pult Bounty Hunter (10% coin drops) Rapid Fire (x1.25) Sun Discount (-100)
Winter Melon Bounty Hunter (+10% coin drops) Sun Discount (-100) Rapid Fire (x1.5)
Imitater N/A N/A N/A
*Marigold N/A N/A N/A
*Laser Bean Sun Discount (-50) Shovel Bomb Rapid Fire (x1.5)
*Blover N/A N/A N/A
*Citron Fast Recharge (-25%) Shovel Bomb Sun Discount (-100)
*E.M.Peach N/A N/A N/A
*Starfruit Sun Discount (-25) Bounty Hunter (+100% coin drops) First Strike
*Infi-nut Sun Discount (-25) Shovel Bomb Fast Recharge (-50%)
*Magnifying Grass Extra Toughness (x1.25) Shovel Bomb First Strike
*Tile Turnip N/A N/A N/A
*Sun-shroom N/A N/A N/A
*Puff-shroom N/A N/A N/A
^Scaredy-shroom N/A N/A N/A
^Pult-shroom N/A N/A N/A
^Roto-shroom N/A N/A N/A
^Dart-shroom N/A N/A N/A
^Zoom-shroom N/A N/A N/A
^Vacuum-shroom N/A N/A N/A

* = Unreleased at this time, but was added in a later version.
^ = Plant is no longer in the codes as of the latest release.
N/A = This plant does not have any boost data.

Unused Costumes

Many plants in PvZ2 have costumes that can be unlocked and equipped. However, there are a few costumes that go unused.

Sunflower

Sunflower's costumes have never been obtainable (aside from her seasonal costumes). These never had any proper data until 8.6.1 when they were suddenly given data, however they are still unobtainable. Sunflower also has a Valenbrainz costume that was never used, likely by mistake.

Marigold

Marigold has 8 different unused costumes, 7 of them being different petal colors (like colored Zen Garden Marigolds in the original Plants vs. Zombies), and the 8th being a top hat. Due to Marigold not being plantable and being a Zen Garden exclusive plant, these costumes are unobtainable and unused.

Unused Features

Tokens

It seems like premium plants and plant leveling weren't going to be the only form of monetization in PvZ2, as old versions contain data for an unused token system, where you would need 1 token in order to play a level similar to a lives system. These tokens were planned to be obtained in the Zen Garden, though how they would be obtained is unknown.

Early and Internal Names

Plants

  • Iceberg Lettuce is internally referenced as "iceburg".
  • Infi-nut is internally referred to as "holonut".
  • E.M.Peach is internally referred to as "empea".
  • Tile Turnip is internally referenced as "powerplant".
  • Banana Launcher is internally referred to as "banana".
  • Rotobaga is internally referenced as "xshot".
  • Red Stinger was internally called "columnpod" in earlier versions before it was changed into "redstinger".
  • Gold Leaf is internally referenced as "goldtileturnip", probably because both the Tile Turnip and Gold Leaf make tiles.
  • Perfume-shroom was referred to as "dinonip" in the prototype codes for Jurassic Marsh.
  • Sling Pea's object class refers to it as "ArmamintPeashooter".
  • Dazey Chain's sprite sheet refers to it as "reincarnation".
  • Bun Chi is internally referred to as "waterrabbit".
  • Marigold's object class refers to it as "PlantCoinDispenser"

Zombies

  • Several zombies have internal names that don't reflect their actual in-game names:
    • Conehead Zombie, Buckethead Zombie, and all of their variants from other worlds share the same ending suffixes: _armor1 and _armor2 respectively.
      • Knight Zombie, Blockhead Zombie, Jurassic Fossilhead, and Centurion Zombie share the _armor3 suffix.
      • Brickhead Zombie, Pyramid-Head Zombie, Barrelhead Zombie, Cart-Head Zombie, Holo Head Zombie, Amberhead Zombie, and Bust Head Zombie share the _armor4 suffix.
    • Barrel Roller Zombie as "barrelpusher" in earlier versions.
    • Chicken Wrangler Zombie as "chicken_farmer".
    • Shield Zombie as "future_protector".
    • Bug Bot Imp as "gargantuar_imp".
    • Jester Zombie as "dark_juggler"
    • Parasol Zombie as "lostcity_jane", likely a reference to Jane Porter from Tarzan.
    • Turquoise Skull Zombie as "lostcity_crystalskull"

Penny's Early Name

Penny is internally referenced as "Winnie".

PC Release Text

There is unused text suggesting that the game may have been planned to come to PC at some point.

[HARDWARE_ACCELERATION_NOT_SUPPORTED]
Hardware Acceleration cannot be enabled on this computer.
Your video card does not
meet the minimum requirements
for this game.

[INVALID_WINDOWS_MODE]
Windowed mode is only available if your desktop was running in either
16 bit or 32 bit color mode when you started the game.
If you'd like to run in Windowed mode then you need to quit the game and switch your desktop to 16 or 32 bit color mode.

[NO_WINDOWED_MODE]
No Windowed Mode

[OPTIONS_3D_ACCELERATION]
3D Acceleration

[OPTIONS_FULL_SCREEN]
Full Screen

[SLOW_PERFORMANCE]
Your video card may not fully support this feature.
If you experience slower performance, please disable Hardware Acceleration.

Naming Penny

There is unused text implying you were once able to name Penny.

[RV_NAME_INVALID]
I didn't quite get that...

[RV_NAME_SAME_AS_PLAYER]
That's your name, silly!

Unused XML Files

Framework Strings

Leftover Windows application startup/crash text strings.

<?xml version="1.0" encoding="UTF-8" ?>
<Properties version="1.0" language="en" country="US" lookandfeel="NORMAL" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
xsi:noNamespaceSchemaLocation="">
<String id="LOCALE">English_United States</String>

<!-- Framework Strings -->
	<String id="DIALOG_BUTTON_YES">YES</String>
	<String id="DIALOG_BUTTON_NO">NO</String>
	<String id="DIALOG_BUTTON_OK">OK</String>
	<String id="DIALOG_BUTTON_CANCEL">CANCEL</String>

	<String id="UNEXPECTED_ERROR">An unexpected error has occured!  Pressing 'Send Report will send us helpful debugging information that may help us resolve this issue in the future.&cr;&cr;You can also contact us directly at feedback@popcap.com.</String>

	<String id="PLEASE_HELP">Please help us out by providing as much information as you can about this crash. Is this the first time it happened? Have you used other PopCap Deluxe games successfully before? Have you upgraded your drivers or any software recently that may be interfering with this program?</String>

	<String id="FAILED_CONNECT_POPCAP">Failed to connect to PopCap servers.  Please check your Internet connection.&cr;If you are on a dial-up connection, you may have to manually connect to your ISP.</String>

	<String id="HARDWARE_ACCEL_SWITCHED_ON">3D acceleration was switched on during this session.&cr;If this resulted in slower performance or other display problems,&cr;it should be switched off.&cr;&cr;Would you like to keep 3D acceleration switched on?</String>

	<String id="HARDWARE_ACCEL_CONFIRMATION">3D Acceleration Confirmation</String>

	<String id="HARDWARE_ACCEL_NOT_WORKING">3D acceleration may not have been working correctly during this session.&cr;If you noticed graphics problems, you may want to turn off 3D acceleration.&cr;Would you like to keep 3D acceleration switched on?</String>

	<String id="FATAL_ERROR">FATAL ERROR</String>

	<String id="PLEASE_SET_COLOR_DEPTH">Please set your desktop color depth to 16 bit.</String>

	<String id="FAILED_INIT_DIRECTDRAW">Failed to initialize DirectDraw: </String>

	<String id="UNABLE_OPEN_PROPERTIES">Unable to open properties file </String>

	<String id="PROPERTIES_SIG_FAILED">Signature check failed on </String>

	<String id="INVALID_COMMANDLINE_PARAM">Invalid command line parameter:</String> 

	<String id="APP_REQUIRES_DIRECTX">This application requires DirectX to run.  You can get DirectX at http://www.microsoft.com/directx</String>
	<String id="YOU_NEED_DIRECTX">You need DirectX</String>

</Properties>

Shop XML File

The shop XML file from the first game is here.

<?xml version="1.0" ?>
<Properties country="US" language="en" lookandfeel="NORMAL" version="1.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
xsi:noNamespaceSchemaLocation="">
	<Double id="OPTION_DLG_LABEL_FONT_SCALE">1.0</Double>
	<Integer id="OPTION_DLG_SLIDER_LABELS_OFFSET_X">40</Integer>
	<Integer id="OPTION_DLG_CHECKBOX_LABELS_OFFSET_X">40</Integer>

	<Boolean id="STORE_USE_COMING_SOON_IMAGE_LABEL">false</Boolean>
	<Boolean id="STORE_USE_SOLD_OUT_IMAGE_LABEL">false</Boolean>
	<Boolean id="STORE_USE_EXTRA_SLOT_IMAGE_LABEL">false</Boolean>
</Properties>

Debugging Material

Hmmm...
To do:
Code and text for Zombie Spawning Debug and a portion of other debugging functions are present in older versions of the game to v3.1.1. Despite the cheat menu isn't loaded, maybe the functions exist to enable them?

Various game files mention a cheat menu, preferably in the main game data, this video showcases one from the Chinese release: https://www.youtube.com/watch?v=alrD7qNX8mg (ingame) and this one: https://www.youtube.com/watch?v=I0geM5gF2Mo showcases one from PVZ's YouTube channel livestream (map). Unfortunately, the menu is stripped from nearly every public release.

PVZ2 Cheat Menu.png

Oddities

Early Barrel Roller Zombie Face

The Almanac icon for the Barrel Roller Zombie mistakenly uses an early version of its design with an early version of the zombie face design.

PVZ2 Barrel Roller Zombie Almanac Icon.png