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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

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)


AreasIcon.png This game has unused areas.
CharacterIcon.png This game has unused playable characters.
DevTextIcon.png This game has hidden development-related text.
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!

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

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.)
Hmmm...
To do:
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?

Unused/Prototype Plants

Unlike the other plants, these lack a description header and plantfood text.

Far Future descriptions

Descriptions that have been changed with plants from Far Future.

Starfruit

Present in the code since the game's launch, although its description was changed.

[STARFRUIT]
Starfruit

[STARFRUIT_DESCRIPTION]
{FLAVOR}"Aw, man," says Starfruit. "I went to the dentist the other day and he said I have four cavities. 
I've got --count it-- ONE tooth! Four cavities in one tooth? How does this happen?"

[STARFRUIT_DESCRIPTION_HEADER]
Starfruits shoot stars in 5 directions.

[STARFRUIT_PLANTFOOD]
STARFRUIT_PLANTFOOD

[STARFRUIT_TOOLTIP]
Shoots stars in 5 directions

Citron

Also present in the code since the game's launch, though (again) its description was changed. ('too' is misspelled as 'to')

[CITRON]
Citron

[CITRON_DESCRIPTION]
{FLAVOR}Since he was a young citrus he tried to donate plasma to help out people, but his juices were to 
acidic. Then he discovered how to donate a different kind of plasma.

[CITRON_DESCRIPTION_HEADER]
Citrons shoot powerful balls of plasma.

[CITRON_TOOLTIP]
Shoots powerful balls of plasma

Laser Bean

Also present in the code since the game's launch, though (again) its description was changed.

[LASER_BEAN]
Laser Bean

[LASER_BEAN_DESCRIPTION]
{KEYWORD}Range: {STAT}all zombies in a lane

{FLAVOR}Was just a regular bean until a lab accident involving a chemical spill and a radioactive weevil
 gave him strange powers beyond those of normal beans.

[LASER_BEAN_DESCRIPTION_HEADER]
Laser Beans fire down a lane, hitting all zombies ahead of it.

[LASER_BEAN_PLANTFOOD]
LASER_BEAN_PLANTFOOD

[LASER_BEAN_TOOLTIP]
Shoots a laser that pierces through zombies

Tile Turnip

Also present in the code since the game's launch, though (again) its description was changed.

[POWERPLANT]
Tile Turnip

[POWERPLANT_DESCRIPTION]
{FLAVOR}Through great sacrifice comes great Power Tiles.  Such is the way of the Tile Turnip.

[POWERPLANT_DESCRIPTION_HEADER]
Tile Turnips create a Power Tile on planting.

[POWERPLANT_TOOLTIP]
Creates a Power Tile

Marigold

Present on the game's loading screen and in the shop in the Chinese version, although it currently only appears during gameplay in the Zen Garden. With external modifications, it can be used in normal levels.

If used in normal levels, the Marigold acts like it did in the first game, although it may sometimes go to sleep. Also, its plant food ability will produce a lot of coins and kill the plant.

[MARIGOLD]
Marigold

[MARIGOLD_DESCRIPTION]
{KEYWORD}Special: {STAT}gives coins

{FLAVOR}Marigold spends a lot of time deciding whether to spit out a silver coin or a gold one. She 
thinks about it, weighs the angles. She does solid research and keeps up with current publications. 
That's how winners stay ahead.

[MARIGOLD_DESCRIPTION_HEADER]
Marigolds give you coins.

[MARIGOLD_PLANTFOOD]
MARIGOLD_PLANTFOOD

[MARIGOLD_TOOLTIP]
Gives you coins

Dark Ages unused plants

Pult-shroom

[PULTSHROOM]
Pult-shroom

[PULTSHROOM_DESCRIPTION]
TO-DO

[PULTSHROOM_DESCRIPTION_HEADER]
Pult-shroom flings projectiles over obstacles at the enemy. It flings more projectiles over time.

[PULTSHROOM_TOOLTIP]
Flings more projectiles over time

Scaredy-shroom

[SCAREDYSHROOM]
Scaredy-shroom

[SCAREDYSHROOM_DESCRIPTION]
TO-DO

[SCAREDYSHROOM_DESCRIPTION_HEADER]
Scaredy-shroom is a long-range shooter that hides when enemies get near it.

[SCAREDYSHROOM_TOOLTIP]
Long-range shooter, hides when enemies are nearby

A similar plant named Cactus has this ability to hide but it hurts the zombies like how Spikeweed and Spikerock did.

Dark Ages descriptions

Puff-shroom

[PUFFSHROOM]
Puff-shroom

[PUFFSHROOM_DESCRIPTION]
TO-DO

[PUFFSHROOM_DESCRIPTION_HEADER]
Puff-shroom is a short-range shooter. It only lasts for a limited time.

[PUFFSHROOM_TOOLTIP]
Short-range shooter, lasts for a limited time

Unused Powerups

Valuable Mowers Upgrade

valuable_mowers	Valuable Mowers	Drops more money for each lawnmower at the end of a level

valuable_mowers	Lawnmowers drop two coins instead of just one

Longer Powerup Duration Upgrade

upgrade_powerup_duration_1	UPGRADE_POWERUP_DURATION_1	Increase the duration that your powerups are active

upgrade_powerup_duration_2	UPGRADE_POWERUP_DURATION_2

Collectable Bacon

Yep, bacon. Why? Who knows.

bacon_collection	BACON	Collect bacon. Because Bacon.	IMAGE_WORLDMAP_BACON	feature_collectable_bacon

collectable_bacon	CollectableJunk	IMAGE_ENDLEVEL_BACON

PresentTypeJunk	bacon_one	IMAGE_ENDLEVEL_BACON	JunkName	bacon

Baconpocalypse

Vase Breaker Powerup

powerupvasebreakercolor	PowerupVaseBreakerColor IMAGE_UI_POWERUPS_POWER_VASEBREAKERCOLOR

Cherry Bomb Powerup

There is text related to Cherry Bomb being a powerup.

[ADVICE_CHERRY_BOMB_POWERUP]
Plant Cherry Bomb to destroy zombies!

[WORLDMAP_EVENT_LOD_CHERRY_BOMB_POWERUP_DESC]
Cherries are the BOOM!

[WORLDMAP_EVENT_LOD_CHERRY_BOMB_POWERUP_TITLE]
Choose Cherry Bombs as a Power Up and explode today's Piñata Party.

LevelPowerupsCherryBomb powerupcherrybomb PowerupSeedPacket

Unused Levels

Hmmm...
To do:
There's more, like the unused travel log quest called "land war".

Given that the game is still in development, it's still possible these could be implemented. Since they're unused now, though, they're here.

Very Early Lost City Day 1

Hmmm...
To do:
Get a video of this unused level.

First added in the Springening update, this version takes place in the Far Future and has golden tiles that act very differently than their final counterparts: they still give you sun, but it allows zombies to step on it, which sometimes activates a "Bot Swarm!" or "Raiding Party!" ambush.

The zombies in this level are Future Zombie, Conehead Future Zombie, Buckethead Future Zombie, Bug Bot Imp, Troglobite, Yeti Imps, Disco Tron 3000, Disco Jetpack Zombie, Jetpack Zombie, and Swashbuckler Zombie.

Early Lost City Day 17

Hmmm...
To do:
Replace the video.

First added in the Lost City Part 1 update, this level has the final golden tiles, although the Future Zombies are replaced by Adventurer Zombies. It still has the Bug Bot Imp, Troglobite, Yeti Imps, Disco Tron 3000, Disco Jetpack Zombie, Jetpack Zombie, and Swashbuckler Zombie.

Far Future

Released on March 27, 2014. Some of these things exist in the Chinese version.

[AWARD_SCREEN_WORLDTROPHY_FUTURE]
Access to the Terror from Tomorrow!
24 more Stars obtainable in the Future!
Universe Star Gate available!

[FUTURE_CHALLENGE_MINIGAME_A_NAME]
Zomboss Test Lab - I

[FUTURE_CHALLENGE_MINIGAME_B_NAME]
Zomboss Test Lab - II

[FUTURE_CHALLENGE_MINIGAME_C_NAME]
Zomboss Test Lab - III

[FUTURE_KEYGATE_HEADER]
FUTURE GATE

[FUTURE_ZOMBOSS]
Zombot Temporal-tron Mark I

[FUTURE_ZOMBOSS_DESCRIPTION]
{KEYWORD}Special: {STAT}summons zombies from different time periods

{FLAVOR}Dr. Zomboss had trouble deciding which time period's styling would be best for the Temporal-tron, 
so he just went with all of them.

[FUTURE_ZOMBOSS_DESCRIPTION_HEADER]
The Power Tile crushing creation from the Far Future.

[NARRATIVE_FUTURE_CHALLENGE_LASTSTAND_A_1]
{NPC_ENTER:crazydave}{NPC_ENTER:winnie}{SAY:crazydave}Hey, it’s me! But from the future! Has tac-nology 
advanced yet?

[NARRATIVE_FUTURE_CHALLENGE_LASTSTAND_A_2]
{TIRED:winnie}I don’t know. I’m still looking for my taco.

[NARRATIVE_FUTURE_CHALLENGE_LASTSTAND_A_3]
{EXCITED:crazydave}NOOOOOOOOOOOO!!!

[NARRATIVE_FUTURE_CHALLENGE_LASTSTAND_B_1]
{NPC_ENTER:crazydave}{NPC_ENTER:winnie}{SAY:crazydave}I have to make THIS question count! What’s your 
favorite taco topping?

[NARRATIVE_FUTURE_CHALLENGE_LASTSTAND_B_2]
{PLAYFUL:winnie}Hot sauce!

[NARRATIVE_FUTURE_CHALLENGE_LASTSTAND_B_3]
{EXCITED:crazydave}WHOOOAAAAA... MINE TOO!

[NARRATIVE_FUTURE_CHALLENGE_LASTSTAND_B_4]
{SAY:crazydave}We should be friends.

[NARRATIVE_FUTURE_CHALLENGE_LASTSTAND_C_1]
{NPC_ENTER:crazydave}{SAY}Hey, where did “Future Me” go?

[NARRATIVE_FUTURE_CHALLENGE_LASTSTAND_C_2]
{NPC_ENTER:winnie}{SAY:winnie}I requested his departure to avoid a temporal paradox.

[NARRATIVE_FUTURE_CHALLENGE_LASTSTAND_C_3]
{TIRED:winnie}My User Dave limit cannot exceed one.

[NARRATIVE_FUTURE_CHALLENGE_MINIGAME_A_1]
{NPC_ENTER:crazydave}{TIRED}Another Zomboss battle? You can’t keep a bad guy down.

[NARRATIVE_FUTURE_CHALLENGE_MINIGAME_B_1]
{NPC_ENTER:crazydave}{PLAYFUL}Second time is the charm, right? Right?

[NARRATIVE_FUTURE_CHALLENGE_MINIGAME_C_1]
{NPC_ENTER:crazydave}{SAY}Penny, do you ever get déjà vu?

[NARRATIVE_FUTURE_CHALLENGE_MINIGAME_C_2]
{NPC_ENTER:winnie}No.

[NARRATIVE_FUTURE_CHALLENGE_MINIGAME_C_3]
{SAY:crazydave}Penny, do you ever get déjà vu?

[NARRATIVE_FUTURE_CHALLENGE_PRESET_B_1]
{NPC_ENTER:crazydave}{SAY}The future is so bright, I gotta wear shades.

[NARRATIVE_FUTURE_CHALLENGE_PRESET_C_1]
{NPC_ENTER:crazydave}{EXCITED}Zombies are like action figures, and I have magnifying grass!

[NARRATIVE_FUTURE_CHALLENGE_SUNBOMBS_B_1]
{NPC_ENTER:winnie}{EXCITED}This zone is filled with Sun Bombs. Maintain caution. 

[NARRATIVE_FUTURE_CHALLENGE_SUNBOMBS_C_1]
{NPC_ENTER:winnie}{SAY}One more level and I will no longer fear for my circuits.

[NARRATIVE_FUTURE_INTRO_CONVEYOR_TILES_1]
{NPC_ENTER:crazydave}{EXCITED}Conveyor belts: The technology of yesterday, today!

[NARRATIVE_FUTURE_INTRO_CONVEYOR_TILES_2]
{NPC_ENTER:winnie}...

[NARRATIVE_FUTURE_INTRO_FIRSTLEVEL_1]
{NPC_ENTER:winnie}{SAY}Upon our entry into the Future, I have detected a weight change in the cabin.

[NARRATIVE_FUTURE_INTRO_FIRSTLEVEL_2]
{NPC_ENTER:crazydave}{EXCITED}Thanks for noticing! I haven’t eaten in 4000 years.

[NARRATIVE_FUTURE_INTRO_FIRSTLEVEL_3]
{TIRED:winnie}...

[NARRATIVE_FUTURE_INTRO_FIRSTLEVEL_4]
{SAY:winnie}Several plants have been beamed away, and are being held hostage by Zomboss.

[NARRATIVE_FUTURE_INTRO_FIRSTLEVEL_5]
{PLAYFUL:crazydave}That’s nice of him to plant-sit for us.

[NARRATIVE_FUTURE_INTRO_FIRSTLEVEL_6]
{EXCITED:crazydave}Hey, what happened to the lawn?  It’s so glowy!

[NARRATIVE_FUTURE_INTRO_FIRSTLEVEL_7]
{SAY:winnie}I’ve also detected Power Tiles on the space lawn.

[NARRATIVE_FUTURE_INTRO_FIRSTLEVEL_FAILURE_1]
{NPC_ENTER:crazydave}{SAY}Whoa, better try that one again!

[NARRATIVE_FUTURE_OUT_OF_CONTENT_1]
{NPC_ENTER:crazydaveicon}That Mr. Boss guy was kind of a jerk.

[NARRATIVE_FUTURE_OUT_OF_CONTENT_2]
{NPC_ENTER:winnieicon}Continue earning Stars to unlock new Star Gates we discover!

[NARRATIVE_FUTURE_OUT_OF_CONTENT_3]
{SAY:winnieicon}Plus, practice advanced planting techniques in the Challenge Zones.

[NARRATIVE_FUTURE_OUT_OF_CONTENT_4]
{SAY:crazydaveicon}Just remember. Plants are for planting...

[NARRATIVE_FUTURE_OUT_OF_CONTENT_5]
{SAY:crazydaveicon}And brains, those are for...braining?

[NARRATIVE_FUTURE_OUTRO_LASTLEVEL_1]
{NPC_ENTER:winnie}{SAY:winnie}{START_DIALOG_MUSIC}Amazingly after that attack, all systems are operational.

[NARRATIVE_FUTURE_OUTRO_LASTLEVEL_2]
{NPC_ENTER:crazydave}{PLAYFUL}All my limbs are present and accounted for, but…

[NARRATIVE_FUTURE_OUTRO_LASTLEVEL_3]
{EXCITED:crazydave}There's a crack in my favorite taco holder!

[NARRATIVE_FUTURE_OUTRO_LASTLEVEL_4]
{EXCITED:crazydave}NOOOOOO!!!

[NARRATIVE_FUTURE_OUTRO_LIFT_BLACKLIST_1]
{NPC_ENTER:winnieicon}{EXCITED}We've successfully retrieved our lost plants!

[NARRATIVE_FUTURE_OUTRO_LIFT_BLACKLIST_2]
{NPC_ENTER:crazydaveicon}{PLAYFUL}Aw, I missed those little guys.

[NARRATIVE_FUTURE_WORLDMAP_INTRO_1]
{NPC_ENTER:winnieicon}{SAY}What is our purpose here, User Dave?

[NARRATIVE_FUTURE_WORLDMAP_INTRO_2]
{TIRED:winnieicon}Based on my threat gauge, I cannot advise moving ahead.

[NARRATIVE_FUTURE_WORLDMAP_INTRO_3]
{NPC_ENTER:crazydaveicon}But... future tacos! Tac-nology surely has advanced!

[NARRATIVE_FUTURE_WORLDMAP_INTRO_4]
{PLAYFUL:crazydaveicon}Let’s head over to those giant robots. I think I know those guys.

[NARRATIVE_FUTURE_WORLDMAP_ZOMBOSS_INTRO_1]
{NPC_ENTER:zombossicon}Greetings!

[NARRATIVE_FUTURE_WORLDMAP_ZOMBOSS_INTRO_2]
{SAY:zombossicon}As you have reached the 50% mark, we have sent you the invoice for 50% of your brain.

[NARRATIVE_FUTURE_WORLDMAP_ZOMBOSS_INTRO_3]
{SAY:zombossicon}We expect partial delivery in person, in 5 days’ time.

[NARRATIVE_FUTURE_WORLDMAP_ZOMBOSS_INTRO_4]
{SAY:zombossicon}Regards, Dr. Edgar Zomboss.

[NARRATIVE_FUTURE_WORLDMAP_ZOMBOSS_INTRO_5]
{NPC_EXIT:zombossicon}

[NARRATIVE_FUTURE_WORLDMAP_ZOMBOSS_INTRO_6]
{NPC_ENTER:crazydaveicon}Wow... he sure is swell!

[STARCHALLENGE_FUTURE_CONVEYOR_NAME]
Power Tile Place-erators

[STARCHALLENGE_FUTURE_FINALE_NAME]
Final Day

[WORLD_PREVIEW_DESCRIPTION_FUTURE]
If tacos were amazing before, then they have to be EVEN BETTER in the future! Has the taco been perfected? 
Only time will tell.

[WORLD_PREVIEW_LOCKED_FUTURE]
(BEAT WESTERN FINAL DAY)

[WORLD_PREVIEW_TEASER_FUTURE]
+22 Levels!
+1 Challenge Zone!
+7 Plants!
+1 Upgrade!

[WORLD_PREVIEW_TEASER_HEADER_FUTURE]
Access 31 New Items!

[ZOMBIE_FUTURE_IMP]
Spider Bot Imp

[ZOMBIE_FUTURE_IMP_DESCRIPTION]
{FLAVOR}He always wanted to "see the world", "be his own boss", and "meet and consume interesting brains". 
He still doesn't understand how he got stuck in this cramped Spider Bot job 24/7.

[ZOMBIE_FUTURE_IMP_DESCRIPTION_HEADER]
Lands on the lawn past your defenses, then crawls forward.  

[ZOMBIE_FUTURE_JETPACK]
Jetpack Zombie

[ZOMBIE_FUTURE_JETPACK_DESCRIPTION]
{KEYWORD}Special: {STAT}floats over low plants, boosts over most other plants
{KEYWORD}Weakness: {STAT}Tall-nut

{FLAVOR}The Jetpack Zombie was an early adopter during the brain acquisition tech explosion of 2113. Little 
did he know he would be stuck with version 1.0 of the simple jetpack.

[ZOMBIE_FUTURE_JETPACK_DESCRIPTION_HEADER]
Boosts to float over all but the tallest plant barriers.

[POWERTILE_TUTORIAL_3]
Awesome! You can plant anything on Power Tiles



RESFILE_PACKAGES_LEVELS_FUTURE_CHALLENGE_LASTSTAND_A
Future_Challenge_LastStand_A.rton
RESFILE_PACKAGES_LEVELS_FUTURE_CHALLENGE_LASTSTAND_B
Future_Challenge_LastStand_B.rton
RESFILE_PACKAGES_LEVELS_FUTURE_CHALLENGE_LASTSTAND_C
Future_Challenge_LastStand_C.rton
RESFILE_PACKAGES_LEVELS_FUTURE_CHALLENGE_MINIGAME_A
Future_Challenge_Minigame_A.rton
RESFILE_PACKAGES_LEVELS_FUTURE_CHALLENGE_MINIGAME_B
Future_Challenge_Minigame_B.rton
RESFILE_PACKAGES_LEVELS_FUTURE_CHALLENGE_MINIGAME_C
Future_Challenge_Minigame_C.rton
RESFILE_PACKAGES_LEVELS_FUTURE_CHALLENGE_PRESET_A
Future_Challenge_Preset_A.rton
RESFILE_PACKAGES_LEVELS_FUTURE_CHALLENGE_PRESET_B
Future_Challenge_Preset_B.rton
RESFILE_PACKAGES_LEVELS_FUTURE_CHALLENGE_PRESET_C
Future_Challenge_Preset_C.rton
RESFILE_PACKAGES_LEVELS_FUTURE_CHALLENGE_SUNBOMBS_A
Future_Challenge_SunBombs_A.rton
RESFILE_PACKAGES_LEVELS_FUTURE_CHALLENGE_SUNBOMBS_B
Future_Challenge_SunBombs_B.rton
RESFILE_PACKAGES_LEVELS_FUTURE_CHALLENGE_SUNBOMBS_C
Future_Challenge_SunBombs_C.rton
RESFILE_PACKAGES_LEVELS_FUTURE_DANGERROOM
Future_DangerRoom.rton
RESFILE_PACKAGES_LEVELS_FUTURE1
Future1.rton
RESFILE_PACKAGES_LEVELS_FUTURE2
Future2.rton
RESFILE_PACKAGES_LEVELS_FUTURE3
Future3.rton
RESFILE_PACKAGES_LEVELS_FUTURE4
Future4.rton
RESFILE_PACKAGES_LEVELS_FUTURE5
Future5.rton
RESFILE_PACKAGES_LEVELS_FUTURE6
Future6.rton
RESFILE_PACKAGES_LEVELS_FUTURE7
Future7.rton
RESFILE_PACKAGES_LEVELS_FUTURE8
Future8.rton
RESFILE_PACKAGES_LEVELS_FUTURE9
Future9.rton
RESFILE_PACKAGES_LEVELS_FUTURE10
Future10.rton
RESFILE_PACKAGES_LEVELS_FUTURELINKEDTILES
FutureLinkedTiles.rton
RESFILE_PACKAGES_LEVELS_FUTUREPOWERCIRCUITS
FuturePowerCircuits.rton
RESFILE_PACKAGES_LEVELS_FUTUREZOMBOSS
FutureZomboss.rton

Hero Cleopatra Zombie

Text relating to a Hero Cleopatra Zombie exists, but seems to be simple placeholders. This may have been cut as of Version 1.0.77734805.

ZombieHeroCleopatraGrzoup
All Hero related objects should go here
HeroZombieLevelProperties
DefaultHeroLevelProps
CleopatraLevelProps
BeamsOut
BeamsIn
OverrideBehavior
OverrideBehaviorProps
HeroTypes
CleopatraOverrideSpawn
ZombieHeroSpawnerProps
CleopatraDefaultSpawn
ZombieHeroProps
ZombieHeroCleopatraDefault
HeroBehavior
HeroBehaviorProps
HeroTypes
CleopatraDefaultSpawn
ZombieTreasureYetiProps
ZombieTreasureYetiDefault
WalkTime

This is found after the zombie listing for the Dark Ages level.

[CLEOPATRA_EVENT_NOTIFICATION]
It's a Cleopatra.


This was removed in v1.0.77734805.

[NEW_HERO_EVENT_HEADER]
A Wild Hero Event Appears!

Zombie Pet

Some lines of code are found in the game about it.

ZombiePet	PropertySheets	ZombiePetDefault
PetZombie	Pet Zombie

Dark Ages

A few new zombie-related things were added in the v1.6 update, and changed or removed in the v2.3.1 update.

Dark Ages zombies after v2.3.1 update:

####### Dark Zombies #######
1.58.1	PropertySheets	ZombieDarkDefault	ZombieDarkBasicGroup	ZombieDarkAgesBasicAud	ZombieAnimRig_DarkBasic
POPANIM_ZOMBIE_ZOMBIE_DARK_BASIC
1.59.1	dark_armor1	PropertySheets	ZombieDarkArmor1Default
1.60.1	dark_armor2	PropertySheets	ZombieDarkArmor2Default
1.61.1	dark_flag	PropertySheets	ZombieDarkFlagDefault	ZombieAnimRig_DarkFlag	POPANIM_ZOMBIE_ZOMBIE_DARK_FLAG
1.66.1	dark_armor3	PropertySheets	ZombieDarkArmor3Default
1.67.1	dark_imp	PropertySheets	ZombieDarkImpDefault	ZombieDarkImpGroup	ZombieDarkAgesImp
ZombieAnimRig_DarkImp	POPANIM_ZOMBIE_ZOMBIE_DARK_IMP_MONK
1.68.1	dark_imp_dragon	PropertySheets	ZombieDarkImpDragonDefault	ZombieDarkImpDragonGroup
POPANIM_ZOMBIE_ZOMBIE_DARK_IMP_DRAGON
1.69.1	dark_gargantuar	PropertySheets	ZombieDarkGargantuar	ZombieDarkGargantuarGroup	ZombieDarkAgesGargantuarAudio
POPANIM_ZOMBIE_DARK_GARGANTUAR
1.71.1	ZombieDarkWizard	PropertySheets	ZombieWizardDefault	ZombieDarkWizardGroup	ZombieDarkAgesWizardAudio
ZombieAnimRig_DarkWizard	POPANIM_ZOMBIE_ZOMBIE_DARK_WIZARD
1.72.1	dark_juggler	ZombieDarkJuggler	PropertySheets	ZombieDarkJugglerDefault	ZombieDarkJugglerGroup
ZombieDarkAgesJesterAudio	POPANIM_ZOMBIE_ZOMBIE_DARK_JUGGLER
1.73.1	dark_king	ZombieDarkKing	PropertySheets	ZombieDarkKing	ZombieDarkKingGroup	ZombieDarkAgesKingAudio
ZombieAnimRig_DarkKing	POPANIM_ZOMBIE_ZOMBIE_DARK_KING

Dark Ages zombies pre-v2.3.1 update:

####### Dark Zombies #######
1.58.1	dark	PropertySheets	ZombieDarkDefault	ZombieDarkBasicGroup	ZombieAnimRig_DarkBasic
POPANIM_ZOMBIE_ZOMBIE_DARK_BASIC
1.59.1	dark_armor1	PropertySheets	ZombieDarkArmor1Default
1.60.1	dark_armor2	PropertySheets	ZombieDarkArmor2Default
1.61.1	dark_flag	PropertySheets	ZombieDarkFlagDefault	ZombieAnimRig_DarkFlag	POPANIM_ZOMBIE_ZOMBIE_DARK_FLAG
1.62.1	pvza_barrel	ZombieHelmDroppedSprinter	PropertySheets  ZombieHelmDroppedSprinterDefault
ZombiePVZABarrelGroup
ZombieAnimRig_PVZABarrel	POPANIM_ZOMBIE_ZOMBIE_BARREL
1.63.1	dark_gravedropper	ZombieDarkGravedropper	PropertySheets	ZombieDarkGravedropperDefault
ZombieDarkGravedropperGroup	ZombieAnimRig_DarkGravedropper	POPANIM_ZOMBIE_ZOMBIE_DARK_GRAVEDROPPER
1.64.1	dark_blacksmith	ZombieDarkBlacksmith	PropertySheets	ZombieDarkBlacksmithDefault	ZombieDarkBlacksmithGroup
ZombieAnimRig_DarkBlacksmith	POPANIM_ZOMBIE_ZOMBIE_DARK_BLACKSMITH
1.65.1	dark_knight	ZombieDarkKnight	PropertySheets	ZombieDarkKnightDefault	ZombieDarkKnightGroup
ZombieAnimRig_DarkKnight	POPANIM_ZOMBIE_ZOMBIE_DARK_KNIGHT
1.66.1	dark_armor3	PropertySheets	ZombieDarkArmor3Default
1.67.1	dark_imp	PropertySheets	ZombieDarkImpDefault	ZombieDarkImpGroup	ZombieAnimRig_DarkImp
POPANIM_ZOMBIE_ZOMBIE_DARK_IMP
1.68.1	dark_impcone	PropertySheets	ZombieDarkImpCone
1.69.1	dark_impbucket	PropertySheets	ZombieDarkImpBucket
1.70.1	dark_thief	ZombieDarkThief	PropertySheets	ZombieDarkThiefDefault	ZombieDarkThiefGroup
ZombieAnimRig_DarkThief	POPANIM_ZOMBIE_ZOMBIE_DARK_THIEF
1.71.1	dark_wizard	ZombieDarkWizard	PropertySheets	ZombieWizardDefault	ZombieDarkWizardGroup
ZombieAnimRig_DarkWizard	POPANIM_ZOMBIE_ZOMBIE_DARK_WIZARD
1.72.1	dark_impcrown	PropertySheets	ZombieDarkImpCrown

Dark Ages plants after v2.3.1 update:

####### Dark Plants #######
sunshroom	PlantSunshroom	PropertySheets	Sunshroom	PlantAnimRig_Sunshroom	POPANIM_PLANT_SUNSHROOM	dark
puffshroom	PlantPuffshroom	SporeProjectile	PlantPuffShroomAudio	PropertySheets	PuffshroomDefault
PlantAnimRig_Puffshroom	POPANIM_PLANT_PUFFSHROOM
fumeshroom	PlantFumeshroom	PlantFumeShroomAudio	PropertySheets	FumeshroomDefault
PlantAnimRig_Fumeshroom	POPANIM_PLANT_FUMESHROOM	sunbean	PlantSunBean	PlantSunBeanAudio	PropertySheets
SunBeanDefault	POPANIM_PLANT_SUNBEAN
magnetshroom	PlantMagnetShroom	PlantMagnetShroomAudio	PropertySheets	MagnetShroomDefault	PlantAnimRig_Magnetshroom
POPANIM_PLANT_MAGNETSHROOM
hypnoshroom	PlantHypnoShroom	PlantHypnoShroomAudio	HypnoShroomEffects	PropertySheets	HypnoShroomDefault
PlantAnimRig_HypnoShroom	POPANIM_PLANT_HYPNOSHROOM
firepeashooter	PlantFirePeashooter	PropertySheets	FirePeashooterDefault	POPANIM_PLANT_FIREPEASHOOTER
evilshroom_speed	PlantEvilShroom	PlantEvilShroomAudio	PropertySheets	EvilShroomSpeedDefault
PlantAnimRig_EvilShroom	POPANIM_PLANT_EVILSHROOM	evilshroom_toughness	PropertySheets	EvilShroomToughnessDefault

Dark Ages plants pre-v2.3.1 update:

####### Dark Plants #######
sunshroom	PlantSunshroom	PropertySheets	SunshroomSmall	POPANIM_PLANT_SUNSHROOM_SMALL	dark
sunshroom_grown	PropertySheets	SunshroomGrown	POPANIM_PLANT_SUNSHROOM_GROWN	sunshroom_stage3	PropertySheets
SunshroomStage3	POPANIM_PLANT_SUNSHROOM_STAGE3
puffshroom	PlantPuffshroom	SporeProjectile	PropertySheets	PuffshroomDefault	POPANIM_PLANT_PUFFSHROOM
scaredyshroom	PlantScaredyshroom	PropertySheets	ScaredyshroomDefault	PlantAnimRig_Scaredyshroom
POPANIM_PLANT_SCAREDYSHROOM
pultshroom	PlantPultshroom	PropertySheets	PultshroomDefault	PlantAnimRig_Pultshroom	POPANIM_PLANT_PULTSHROOM
rotoshroom	PlantRotoshroom	PropertySheets	RotoshroomDefault	PlantAnimRig_Rotoshroom	POPANIM_PLANT_ROTOSHROOM
dartshroom	PlantDartshroom	PropertySheets	DartshroomDefault	PlantAnimRig_Dartshroom	POPANIM_PLANT_DARTSHROOM
zoomshroom	PlantZoomshroom	PropertySheets	ZoomshroomDefault	PlantAnimRig_Zoomshroom	POPANIM_PLANT_ZOOMSHROOM
vacuumshroom	PlantVacuumshroom	PropertySheets	VacuumshroomDefault	PlantAnimRig_Vacuumshroom
POPANIM_PLANT_VACUUMSHROOM
sunbean	PlantSunBean	PropertySheets	SunBeanDefault	POPANIM_PLANT_SUNBEAN
####### Dark Items #######
gravestone_dark	Tombstone_Dark_Base	PropertySheets	GridItemGravestoneDarkDefault
gravestoneSunOnDestruction	GridItemGravestoneSunOnDestruction	Tombstone_Dark_Special	PropertySheets
GridItemGravestoneSunOnDestruction
gravestoneZombieOnDestruction	GridItemGravestoneZombieOnDestruction	PropertySheets	GridItemGravestoneZombieOnDestruction
gravestoneMysteryZombieOnDestruction	PropertySheets	GridItemGravestoneMysteryZombieOnDestruction
gravestoneMysterySunOnDestruction	PropertySheets	GridItemGravestoneMysterySunOnDestruction
gravestoneZombieTimeSpawner	GridItemGravestoneZombieTimeSpawner
PropertySheets##GridItemGravestoneZombieTimeSpawner
gravestoneZombieTimeSpawner_cone	PropertySheets	GridItemGravestoneZombieTimeSpawner_Cone
gravestoneZombieTimeSpawner_bucket	PropertySheets	GridItemGravestoneZombieTimeSpawner_Bucket
gravestoneZombieTimeSpawner_wide	PropertySheets	GridItemGravestoneZombieTimeSpawner_Wide
gravestoneZombieTimeSpawner_wideCone	PropertySheets	GridItemGravestoneZombieTimeSpawner_WideCone
gravestoneZombieTimeSpawner_wideBucket	PropertySheets	GridItemGravestoneZombieTimeSpawner_WideBucket
gravestoneZombieTimeSpawner_wideImp	PropertySheets	GridItemGravestoneZombieTimeSpawner_WideImp
gravestoneZombieTimeSpawner_wideImpCone	PropertySheets	GridItemGravestoneZombieTimeSpawner_WideImpCone
gravestoneZombieTimeSpawner_wideImpBucket	PropertySheets	GridItemGravestoneZombieTimeSpawner_WideImpBucket
gravestoneZombieTimeSpawner_wideImpCrown	PropertySheets	GridItemGravestoneZombieTimeSpawner_WideImpCrown
gravestoneShortcut	GridItemGravestoneShortcut	PropertySheets	GridItemGravestoneShortcut
gravestonePeashooterOnDestruction	GridItemGravestonePlantOnDestruction	PropertySheets
GridItemGravestonePeashooterOnDestruction
gravestonePlantfoodOnDestruction	GridItemGravestonePlantfoodOnDestruction	PropertySheets
GridItemGravestonePlantfoodOnDestruction
RESFILE_PACKAGES_LEVELS_DARK_EMPTYCONTROL
Dark_EmptyControl.rton
RESFILE_PACKAGES_LEVELS_DARK_S2_DARK8
Dark_S2_Dark8.rton
RESFILE_PACKAGES_LEVELS_DARK_S2_DARK15
Dark_S2_Dark15.rton
RESFILE_PACKAGES_LEVELS_DARK_S2_DARK18
Dark_S2_Dark18.rton
RESFILE_PACKAGES_LEVELS_DARK_S3_BARRICADE
Dark_S3_Barricade.rton
RESFILE_PACKAGES_LEVELS_DARK_S3_SPAWNER
Dark_S3_Spawner.rton
RESFILE_PACKAGES_LEVELS_DARK_S3_SPAWNERGIFT
Dark_S3_SpawnerGift.rton
RESFILE_PACKAGES_LEVELS_DARK_S3_SPAWNERGIFTMYSTERY
Dark_S3_SpawnerGiftMystery.rton
RESFILE_PACKAGES_LEVELS_DARK_S3_SPAWNERGIFTNOOP
Dark_S3_SpawnerGiftNoop.rton
RESFILE_PACKAGES_LEVELS_DARK_S3_SPAWNERNOOP
Dark_S3_SpawnerNoop.rton
RESFILE_PACKAGES_LEVELS_DARK_S4_BLACKSMITHTEST
Dark_S4_BlacksmithTest.rton
RESFILE_PACKAGES_LEVELS_DARK_S4_EARLYMECHANICSSLICE
Dark_S4_EarlyMechanicsSlice.rton
RESFILE_PACKAGES_LEVELS_DARK_S4_GRAVEDROPPERTEST
Dark_S4_GravedropperTest.rton
RESFILE_PACKAGES_LEVELS_DARK_S5_KNIGHTTEST
Dark_S5_Knighttest.rton
RESFILE_PACKAGES_LEVELS_DARK_S5_THIEFTEST
Dark_S5_ThiefTest.rton
RESFILE_PACKAGES_LEVELS_DARK_S5_WIZARDTEST
Dark_S5_WizardTest.rton
RESFILE_PACKAGES_LEVELS_DARK_STARTINGSUN25
Dark_StartingSun25.rton
RESFILE_PACKAGES_LEVELS_DARK_TEST_ERIK
Dark_Test_Erik.rton
RESFILE_PACKAGES_LEVELS_DARK_TEST_MATTF
Dark_Test_Mattf.rton
RESFILE_PACKAGES_LEVELS_DARK_TESTKRISTEN
Dark_TestKristen.rton
RESFILE_PACKAGES_LEVELS_DARK1
Dark1.rton
RESFILE_PACKAGES_LEVELS_DARK2
Dark2.rton
RESFILE_PACKAGES_LEVELS_DARK3
Dark3.rton
RESFILE_PACKAGES_LEVELS_DARK4
Dark4.rton
RESFILE_PACKAGES_LEVELS_DARK8
Dark8.rton
RESFILE_PACKAGES_LEVELS_DARK15
Dark15.rton
RESFILE_PACKAGES_LEVELS_DARK18
Dark18.rton
RESFILE_PACKAGES_LEVELS_DARK_EMPTYCONTROL
Dark_EmptyControl.rton

Time Twister

Judging by the name, this could be a mixture of zombies and levels from throughout the game. This world was removed in the v1.3 update. It also could be a world version of the Piñata Parties.

[PLAYERS_TRIP_TO_PTT]
{PLAYER}'s Trip to Time Twister
[PTT_LEVEL_NAME]
Time Twister - Day {LEVEL_NUMBER}
[WORLD_NAME_PTT]
Time Twister
WorldMap_Ptt
WorldMap_Ptt_NonPVR
IMAGE_WORLDMAP_PTT
POPANIM_WORLDMAP_ANIM_PTT
RESFILE_PACKAGES_LEVELS_PTT_001_1
PTT_001_1.rton
RESFILE_PACKAGES_LEVELS_PTT_001_2
PTT_001_2.rton
RESFILE_PACKAGES_LEVELS_PTT_001_3
PTT_001_3.rton
RESFILE_PACKAGES_LEVELS_PTT_001_4
PTT_001_4.rton
RESFILE_PACKAGES_LEVELS_PTT_001_5
PTT_001_5.rton
RESFILE_PACKAGES_WORLDS_PTT_WORLDMAP
worlds
ptt
worldmap.rton
IMAGE_UI_UNIVERSE_WORLDS_PTT
worlds_ptt
IMAGE_UI_UNIVERSE_WORLDS_PTT_UNAVAILABLE
worlds_ptt_unavailable
IMAGE_UI_HUD_WORLDMAP_WORLD_PTT
world_ptt
IMAGE_UI_HUD_WORLDMAP_WORLD_PTT_UNAVAILABLE
world_ptt_unavailable

The Beach

In the v2.4.1 update, they started to develop a world called "The Beach", since June 20, 2014. Released in the v2.9.1 update, its current name is Big Wave Beach.

The following plant is unused. It was planned to be brought because of PvZA being shut down. It was later replaced by the Banana Launcher.

####### Beach Plants #######
bamboom	PlantBamboom	PlantBamboomAudio	PropertySheets	BamboomDefault	POPANIM_PLANT_BAMBOOM	

Before the v2.7.1 update, a "Fast Swimmer Zombie" existed in the files. The zombie would have moved fast on water but normal speed on land. Also, before the Beach World came out, a "Coconut Bowler" plant existed, though was replaced by Bowling Bulb.

This world was going to have 12 levels in Part 1 and another 12 levels in Part 2, followed by a boss fight.

The Bowling Bulb, right before Big Wave Beach's release, had a more powerful attack. Its PF ability could easily take out Gargantuars just one time. Due to it possibly being overpowered, it was nerfed just before BWB levels came out.

In the code for Bulb Bowling 1 (Big Wave Beach - Day 8) there is data existing for a giant version of one of the Bowling Bulbs. It would've acted like the Giant Wall-nut in Wall-nut Bowling 2 from the original PvZ, and would've defeated Gargantuars in one blow. But, for an odd reason, as if Big Wave Beach would've seemed too easy to players and changed them to weak plants to defeat OP zombies, it was scrapped before the release. There is a video on YouTube showing the Giant Bulb by hacking means. There is no code about the Giant Bulb in Bulb Bowling 2 (Big Wave Beach - Day 24).

In the BWB trailers, an Imp wearing hair similar to Elvis', wearing a black jacket and sunglasses appeared, although the zombie didn't appear in the game itself. In a discussion, it was stated that the Imp was made only for the trailer.

Unused Text

[WORLD_NAME_BEACH]   The Beach

[WORLD_PREVIEW_BEACH_TITLE]   The Beach!

[WORLD_PREVIEW_DESCRIPTION_BEACH]   Check out the beach, it's hot Get it? Hot!

[WORLD_PREVIEW_TEASER_BEACH]   +10 Levels!   +4 Plants!

[WORLD_PREVIEW_BEACH_HIGHLIGHT_COUNT]   200!

[PLAYERS_TRIP_TO_BEACH]   {PLAYER}'s Trip to the beach!

Frostbite Caves

It first appeared in the files of the 3.0.1 update. Its old name was "Ice Age" and is still called that in the files. The ice-related world was thought to be real by some people during the development of Big Wave Beach, from a guy named PvZ2//. The Lily Pad and a few other plants were seen there. However, the world was thought to be fake until it showed up months later, with different content.

Frostbite Caves was planned to have 32 levels. Rotobaga (a plant in that world)'s old name was "X-Shot" due to its holes coming out like an X.

The original description of Frostbite Caves/Ice Age was:

Beware the frozen winds or your plants will become frozen veggies.

Lost City

The world first appeared in the files of the 3.4.4 update.

These plants still remain unused: sunpod: Grows a head up to five heads for every 500 sun in the bank. Has a sun cost of 300 and a fast recharge. sungun: Attracts sun for a short time, then shoots it towards zombies. Has a sun cost of 50 and a mediocre recharge.

This zombie still remains unused: totem_dropper_zombie: Totem Dropper Zombie would have dropped objects to create a totem, and would have required 3 objects in a pile to create the said totem. The totem would have then afterwards summoned an Explorer Zombie. Possible an early version of Imp Porter.

Neon Mixtape Tour

The world first appeared in the files of 3.8.1. It is internally named "eighties".

Jurassic Marsh

Early name was "Mesozoic Marsh", and is internally named "dino".

Modern Day

Unused Items

####### Gravestones ########
objclass		GridItemType				aliases
gravestone_pirate	Pirate_Gravestone	PropertySheets	GridItemGravestonePirate
gravestone_cowboy	Cowboy_Gravestone	PropertySheets	GridItemGravestoneCowboy
gravestone_future	Future_Gravestone	PropertySheets	GridItemGravestoneFuture
The unused gravestones appeared to be finished and fully functional but they were not used for the game, it seems at one point during development of Plants vs. Zombies 2 every world was originally gonna use these gravestones before they went scrapped due to the flavor of Ancient Egypt and Dark Ages gravestones.
####### Grid Items ########
barricade_up	GridItemBarricade	Barricades	PropertySheets	BarricadeUp
barricade_down	PropertySheets	BarricadeDown
barricade_up_noncolliding	PropertySheets	BarricadeUpNonColliding
barricade_down_noncolliding	PropertySheets	BarricadeDownNonColliding
lilypad	GridItemLilyPad	PropertySheets	GridItemLilyPadDefault	alises
vase	GridItemVase	PropertySheets	GridItemVaseDefault	VaseBreakerGroup	VaseBreakerAudio

Oddities

ZombieProtoGroup_1536
ZombieProtoGroup_384
ZombieProtoGroup_768
ZombieProtoGroup_Common

Possibly an early or test Zombie used during development. Only its textures remain (Even then, not much of it).

Most of the next listened levels were deleted after the v1.8 and later updates.

RESFILE_PACKAGES_LEVELS_EMPTYLEVEL
EmptyLevel.rton
RESFILE_PACKAGES_LEVELS_SANDBOX4
Sandbox4.rton
RESFILE_PACKAGES_LEVELS_SANDBOX5
Sandbox5.rton
RESFILE_PACKAGES_LEVELS_SANDBOXCOWBOY
SandboxCowboy.rton
RESFILE_PACKAGES_LEVELS_SANDBOXEGYPT
SandboxEgypt.rton
RESFILE_PACKAGES_LEVELS_SANDBOXFUTURE
SandboxFuture.rton
RESFILE_PACKAGES_LEVELS_SANDBOXPIRATE
SandboxPirate.rton
RESFILE_PACKAGES_LEVELS_SPEEDYLANECHALLENGETEST
SpeedyLaneChallengeTest.rton
RESFILE_PACKAGES_LEVELS_CHAOSDIMENSION
ChaosDimension.rton
RESFILE_PACKAGES_LEVELS_PADDEDROOM
PaddedRoom.rton

You could name Penny?

[RV_NAME_INVALID]
I didn't quite get that...
[RV_NAME_SAME_AS_PLAYER]
That's your name, silly!

The following text is untranslated to other languages. Is it used?

[ACHIEVE_GIDDYUP_TITLE]
Giddyup!

[EGYPT_EVENT_LEVEL_NAME]
Ancient Egypt - Event {LEVEL_NUMBER}

[JUMP_TO_COLLECTIONS_VIEW]
JUMP TO COLLECTION VIEW

[JUMP_TO_MACHINE_VIEW]
JUMP TO MACHINE VIEW

[NARRATIVE_PINCH_1]
{NPC_ENTER:winnie}{SAY:winnie}This one is called Mega Zombie Head Pincher.

[NARRATIVE_PINCH_2]
{NPC_ENTER:crazydave}{SAY:crazydave}{PLAYFUL}{MEDIUM}I call this... hey, that's pretty good!

[NARRATIVE_PINCH_3]
{NPC_EXIT:crazydave}{SAY:winnie}My programming forbids the use of expletives.

[NARRATIVE_WIZARDFINGER_1]
{NPC_ENTER:crazydave}{NPC_ENTER:winnie}{SAY:winnie}Power-up is now online. Zap away.

[NARRATIVE_WIZARDFINGER_2]
{SAY:crazydave}{EXCITED}{MEDIUM}It's like magic, but better!

[NARRATIVE_WIZARDFINGER_3]
{SAY:winnie}Any sufficiently advanced technological solution looks just like magic.

[POWERUP_DEMO]
POWER UP DEMO

[SETTINGS_ABOUT_TEXT]
This is everything that could ever be said about this game! Right here! You're looking at it!

[SETTINGS_LEGAL_TEXT]
Very Important Legal Text Here

Endless Minigames

Present in the internal list of Minigames are endless versions of Mummy Memory, Not OK Corral, and Cannons Away.

Blank Text Entries

[ALMANAC_PURCHASE]
[BYPASS_KEYGATE_COST]
[UPGRADE_PRICE]
[WORLD_PREVIEW_DOLLAR_COST]

Early and Internal Names

Plants

  • Iceberg Lettuce is internally referenced as "iceburg".
  • Tile Turnip is internally referenced as "powerplant", hinting that the artwork was originally different and probably was not gonna be a turnip.
  • Rotobaga is internally referenced as "xshot", however in earlier versions it was temporary named "x-shot" before the final artwork and name came in.
  • 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.

Zombies

  • Conehead Zombie and Buckethead Zombie, as well as both of their variants, are referenced internally as "armor1" for Conehead and "armor2" for Buckethead. A similar thing happens with the Block Zombie and its slightly different variant Knight Zombie, as both are referenced internally as "armor3".
  • Barrel Roller Zombie was referenced internally as "barrelpusher" in earlier versions.
  • Bug Bot Imp was originally named "Spider Bot Imp" in earlier versions.
  • Parasol Zombie was referenced internally as "Lostcity_jane".

Penny's Early Name

Penny is internally referenced as "Winnie".

PC Release Text

[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.

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>

Unknown XML File

<?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>

Developer Documentation?

#  ==================    Zombie First Wave   =====================
			First wave is the first wave that this zombie appears in when	
			picked for a wave spawn. This is important because we don't		
			want the hardest zombie spawning in on the very first wave		
			when the player isn't ready. Typical numbers used in PvZ were	
			1, 5, 10, 15, and 20											
			=============================================================== 
#  ================    Zombie First Level   ====================== 
			First level that the zombie appears on. This should match the	
			levels.xml file for the first time the zombie appears.			
			=============================================================== 
#  ==============    Zombie Wave Point Cost   ==================== 
			Wave point cost is how many points this zombie is worth when	
			the wave is being built. Example, if the wave will consist of	
			only 20 points, and this zombie is worth 5 points, the wave		
			might randomly pick this zombie 4 times (for a total of 20		
			points) and this wave would only be made up of 4 zombies. If	
			there are 4 points left to be picked on the wave and this		
			zombie is worth 5 points, it will be skipped because the wave	
			doesn't have enough points to buy it.							
			=============================================================== 
#  ==================    Zombie Weight   ========================= 
		 	Weight of the zombie is the odds that it will be picked and		
		 	wave points spent on it. The larger the weight, the more		
		 	likely to be picked. A value of 0 means it is never picked		
		 	(but spawned via special circumstances, like the old backup		
		 	dancers, the flag carrier, or the old boss). A value of 1 is	
		 	super rare, like the yeti. Values from PvZ1 were 1000, 1500,	
		 	2000, 3000, 3500, 4000											
			=============================================================== 
# Zombie Template - copy+paste me!!

Regional Differences

Hmmm...
To do:
Rewrite this section and clean up the formatting. Add regional differences for Far Future and Dark Ages

Kung-Fu World

A China-exclusive world featuring four exclusive plants, 25 zombies, two bosses, and 30 levels with a special level-choosing mechanism prior to the Far Future update.

The bosses are called Gunpower Devil and Blade Wielding Hero; one appears at Level 16, the other at Level 30.

Basic zombies can use the stands in the levels to become other zombies.

Others

  • In the Chinese version, the Plant Food icon is a bean instead of a leaf, but the leaf icon is used for the special level-choosing mechanism for the Kung-Fu World. After the Far Future update, that system was removed along with the regular Kung-Fu Zombies and its normal variants, however the Monk Zombies replaced them.
  • The Cherry Bomb and Turbo button are premium, and can be unlocked by either spending 30 Gems or entering a special code.
  • There is only one powerup instead of three, which deals massive damage to all zombies onscreen. It is called Nuclear Cucumber. and can be bought for 15 Gems.
  • At the end of a level, four cards show up and the player has to choose one card. When the player selects one of the other cards, the other cards will show up their content. and the player can select them too if s/he has enough gems, the player can win Gems, Coins, and plants.
  • Some plants are obtained via Puzzle Pieces that can be obtained from Treasure Yetis or if the player is lucky enough to get one piece at the end of a level. After the Far Future update in the Chinese version, you can upgrade your plants once you have enough Puzzle Pieces.
  • There are three accessible events and no Piñata Parties.

Treasure Yetis drops "Costume Pieces" and money bags instead of a lunch box with 1000 Coins, and can only be played three times per day and in only three levels. the player must first choose a difficulty level.

  • Easy = Ancient Egypt
  • Medium = Pirate Seas + Level 2 Zombies
  • Hard = Wild West + Level 3 Zombies (unlocked after playing on medium difficulty)

Gargantuars has an special event in where they drop money bags and "Puzzle Pieces", which can be used to "upgrade" some plants, also in other levels they always drop money bags when killed.

  • Easy = Ancient Egypt
  • Medium = Pirate Seas + Level 2 Zombies
  • Hard = Wild West + Level 3 Zombies (unlocked after playing on medium difficulty)

Zomboss also has an event in where you can win "Puzzle Pieces", like the other events there is three grades of difficulty. but unlike the others you always fight in Ancient Egypt with Zombot Sphinx-inator.

  • Easy = Conveyor belt level
  • Medium = Last Stand level with sun producing plants allowed and has Level 2 Zombies
  • Hard = Last Stand without the aid of sun producing plants and has Level 3 Zombies (unlocked after beating medium difficulty)

Costumes, rather than just being cosmetic, give plants new abilities.

In the Android version, the card system was replaced with a random item giving system. The player can get a plant, puzzle pieces, or a costume piece for 35 Gems. However, it is free the first time. The player can also use 300 Gems to get 10 of the aforementioned items from it.

Dark Ages was added to the game in the v1.3.0 update. This version of Dark Ages has the same amount of levels as the Kung-Fu World. It also adds 12 more plants (two of which originally appeared in the first Plants vs. Zombies), three new zombies, and three exclusive Brain Busters.

Big Wave Beach was added to the game in February. It includes 3 new exclusive plants, 1 new exclusive zombie, and a Brain Buster with Guacodiles running in the shape of a "Snake".

(Source: Plants vs. Zombies Wiki)

Developer cheats

Hmmm...
To do:
Enable this if possible, find more as well.

Various game files mention a cheat menu, preferably 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).

Developer mentions

arcade_config.rton mentions developer directories (going by dev) used to test certain scripts, these include: beghouled# (1-3), beghouled_endless and vasebreaker_peapodtest.