Plants vs. Zombies 2/Concepts


 * For information regarding upcoming versions, see Plants vs. Zombies 2/Upcoming content.

This page contains art and concepts of Plants vs. Zombies 2. Please note that these are not fake, but rather scrapped ideas, information about plants, zombies, and worlds.

Concept art
This section shows concept art of various things in Plants vs. Zombies 2. {{LongSection|section====General===|text=:

Trivia

 * The unused flying plant resembles the Garlic Drone, Rotobaga and the Loquat. Among all of these, it resembles Loquat the most.
 * The Miner Zombie's ability resembles the Digger Zombie's ability in the first game.
 * The Artichoke plant resembles the Artichoke plant in Plants vs. Zombies: All Stars.
 * The Scarecrow-like zombie possibly could have crushed plants with its scarecrow. Similar to the Surfer Zombie, but does not have the ability to surf.
 * The Mammoth Wall-nut may have been the inspiration for Primal Wall-nut.}}

Beet
Beet from Plants vs. Zombies Adventures was originally going to be in this game, until Bonk Choy took its place. Had it not been scrapped, it would have been the first plant from Plants vs. Zombies Adventures to be added into Plants vs. Zombies 2.

Flower Pots
The Flower Pot was seen in concept art. It was going to be used in worlds without soil or sand, similar to the Roof in the first game, such as Dark Ages and Pirate Seas. These pots are called "crappy" pot, regular pot (like the one from the first game), perma-pot (or gold pot) and hover pot.

The pots had upgrades and had different tiers. For example, the "hover pot" would allow plants to be planted on any surface. Soon after, the concept was deemed to be too "tiring" and scrapped. A year later, this concept was picked up and put into use in the Chinese version of Plants vs. Zombies 2. Plants are now able to be upgraded via First Aid Kits.

}}

Deflector Zombie
Deflector Zombie protects himself with a powerful force field that stretches across 5 rows.

Deflector Zombie saw what Shield Zombie was doing and decided to do the same thing. Only he had a strong urge to do it better. So he stole some of Holo-Head Zombie's sweet technology and made a indestructible force field. Enough said, now all the other zombies are jealous.

Mech-Cone Zombie
Mech-Cone Zombie has a massive amount of health, at the cost of speed

Mech-Cone Zombie is stuck in his robot. He doesn't like to admit it but he HAS gained weight after taking on the job. Just don't tell him we said that, please.

Dark Ages
This version was deleted from the coding of the game as of the 2.3.1 update. It would have only sixteen levels, nine plants and ten zombies.

Dark Ages plants
Before the release of the 2.3.1 update, some mushrooms were found in the code. These were later replaced by the new plants in Dark Ages.
 * Pult-shroom would have lobbed projectiles at a steady rate, but slowly increasing, and lobbing more projectiles over time. With each spore dealing 2 NDS, and 10 NDS for its mega spore. Its cost was 75 sun, and had a fast recharge. It functions a lot like Blooming Heart does.
 * Vacuum-shroom would had the same toughness as Wall-nut, and it would have acted like Sweet Potato. Plant Food would give it a shield like Wall-nut as well. The vacuum effect has a 3x3 range. Its cost was 25 sun, and had a sluggish recharge.
 * Roto-shroom could have been manually be set to the direction the player wants it to shoot. Shooting in either a right, left, up, down, or the four diagonal directions, with each spore dealing 1 NDS. Its cost was 175 sun, and had a fast recharge.
 * Dart-shroom could only be planted on the first five columns on the lawn. Its darts did 1.5 NDS. Before the 2.3.1 update, it was scheduled to appear in Locked and Loaded levels. Its cost was 100 sun, and had a fast recharge.
 * Scaredy-shroom would have worked exactly like it did in the original Plants vs. Zombies.
 * Zoom-shroom would have functioned similar to how Chard Guard functions now, knocking back zombies. It also would vanish after 10 seconds, like Puff-shroom. Its cost was 50 sun, had a range of "Touch", and had a very slow recharge.
 * Evil-shroom Speed is an unused plant which was simply a placeholder test for the orange evil potion. When eaten, it increases the speed of the zombie who ate it. Its cost was 50 sun, and had a sluggish recharge.
 * Evil-shroom Toughness is an unused plant which was simply a placeholder test for the purple evil potion. When eaten, it increases the toughness of the zombie who ate it. Its cost was 50 sun, and had a sluggish recharge.

Dark Ages zombies

 * Imp variants (dark_imp) - According to their names, there was going to be four imp variants: regular, conehead, buckethead and crown, rather than the final Imp Monk, Imp Dragon, and Announcer Imp.
 * Thief Zombie (dark_thief) - Implying by the name, this zombie would steal plants and possibly leave the lawn after stealing a plant.
 * This zombie was later added to the Chinese version as Rogue Zombie with his stealing mechanic replaced with the invisibility mechanic, along with Plantern added solely as a counter plant for this zombie.
 * Knight Zombie (dark_knight) - Unlike the final Knight Zombie, it was going to have less health, approximately 21 HP and it was going to be able to deflect lobbed projectiles, similar to the Jester Zombie.
 * Barrel Zombie (pvza_barrel) - According to its code it is very similar to Pharaoh Zombie, almost the same except it has different stats. It is named after the Barrel Zombie in Plants vs. Zombies Adventures.
 * Blacksmith Zombie (dark_blacksmith) - This zombie could make helmets for other Peasant Zombies, it had to first assemble approximately 5 parts of metal that would take 1.5 seconds to make and then it would make and give a helmet to the zombie that is closest to the player's house, it could also upgrade the zombies who wore these helmets. The Blacksmith was later replaced with Zombie King.
 * Gravedropper Zombie (dark_gravedropper) - Dark Ages variant of the Tomb Raiser Zombie from Ancient Egypt.
 * Wizard Zombie (wizard_zombie) - Different from the Wizard Zombie in the final game, this version would have shot projectiles at plants. This element was reworked and combined with the beta Knight Zombie to form the Jester Zombie.
 * This was later on tweaked and implemented as Wizard Zombie's Plague Pharmacy Ability in PvP Mode on the Chinese version of this game.

Unused Gravestones/Tombstones

 * Gravestone Zombie On Destruction would have summoned a Peasant Zombie when the gravestone was fully destroyed.
 * Gravestone Mystery Zombie On Destruction would have summoned a random zombie upon destruction according to its internal name, but is only set to summon a regular Peasant Zombie.
 * Gravestone Mystery Sun On Destruction would have give a random amount of sun when destroyed according to its internal name, but only gives the same amount as a regular Sun Gravestone.
 * Gravestone Zombie Time Spawner would have spawned Peasant Zombies.
 * Gravestone Zombie Time Spawner_Cone would have spawned Conehead Peasants.
 * Gravestone Zombie Time Spawner_Bucket would have spawned Buckethead Peasants.
 * Gravestone Zombie Time Spawner_Wide is an unknown variant of the regular Peasant Zombie time spawner.
 * Gravestone Zombie Time Spawner_WideCone is an unknown variant of the regular Conehead Peasant time spawner.
 * Gravestone Zombie Time Spawner_WideBucket is an unknown variant of the regular Buckethead Peasant time spawner.
 * Gravestone Zombie Time Spawner_WideImp is a variant of an nonexistent time spawner for the Imp Monk Zombie.
 * Gravestone Zombie Time Spawner_WideImpCone is a variant of an nonexistent time spawner for the unused Imp Cone.
 * Gravestone Zombie Time Spawner_WideImpBucket is a variant of an nonexistent time spawner for the unused Imp Bucket.
 * Gravestone Zombie Time Spawner_WideImpCrown is a variant of an nonexistent time spawner for the unused Imp Crown.
 * Gravestone Shortcut would have made zombies start of from the gravestone instead of the back of the lawn.
 * Gravestone Peashooter On Destruction would have summoned a Peashooter when the gravestone was destroyed.

Unused Gimmick
NonDarkPlantSlowCooldown is an unused gimmick which would double the recharge speed of plants which were not obtained in Dark Ages.

Big Wave Beach
This version was changed from the coding as of the 2.7.1 update. On June 20, 2014, PopCap developed the world "The Beach." The Beach would only have 20 levels like Dark Ages, however it was later changed to 25 and finally to 32 levels.
 * Coconut Bowler - This plant was an early version of, and was replaced by Bowling Bulb, although its projectiles were the same. Its cost was 10 sun, and had a sluggish recharge.
 * Bamboom - PopCap was planning to bring a plant from Plants vs. Zombies Adventures to Plants vs. Zombies 2, as tribute to their fans due to the former game's shutdown on October 12, 2014, but the idea was later scrapped, and instead replaced by the addition of 12 more levels than the original plan and was replaced by the Banana Launcher. Its cost was 10 Sun, and had a sluggish recharge.
 * Fast Swimmer Zombie - Would have gone fast when entering the water, but would have gone normal zombie speed on land.

All other zombies remained the same before and after the 2.7.1 update.

Big Wave Beach unused content
There is also scrapped dialogue from what was originally The Beach - Day 10.
 * Big Wave Beach's previous name was "The Beach".
 * "The Beach" description: "Check out the beach, it's hot. Get it? Hot!"
 * Tiki Torch-er was originally named "Coastal Calamity".

[NARRATIVE_BEACH_INTRO_GARGANTUAR_1]{NPC_ENTER:zombossicon}{SAY}I'm here to bum you out again dude [NARRATIVE_BEACH_INTRO_GARGANTUAR_g2]{SAY}Down there is a certain creep from the deep [NARRATIVE_BEACH_INTRO_GARGANTUAR_3]{SAY}When he gets here, there's gonna be a har-har-har [NARRATIVE_BEACH_INTRO_GARGANTUAR_4]{SAY}Wipe-out of your brains [NARRATIVE_BEACH_INTRO_GARGANTUAR_5]{SAY}Later dude, Doc Zomboss Main article: Big Wave Beach More beta concepts below

[NARRATIVE_BEACH_INTRO_BANANA_1]{NPC_ENTER:crazydave}{NPC_ENTER:winnie}{PLAYFUL:crazydave}Banana's are the most a peeling fruit! [NARRATIVE_BEACH_INTRO_BANANA_2]{SAY:winnie} [NARRATIVE_BEACH_INTRO_BANANA_3]{EXCITED:crazydave}But, beware their brutal banana blast! [NARRATIVE_BEACH_INTRO_BOWLING_1]{NPC_ENTER:crazydave}{NPC_ENTER:winnie}{EXCITED:crazydave}These bulbs were made for bowling! [NARRATIVE_BEACH_INTRO_BOWLING_2]{PLAYFUL:winnie}One of these days these bulbs are gonna bowl right over you? [NARRATIVE_BEACH_INTRO_CHOMPER_1]{NPC_ENTER:crazydave}{NPC_ENTER:winnie}{SAY:crazydave}For a plant that bites those zombies back [NARRATIVE_BEACH_INTRO_CHOMPER_2]{EXCITED:crazydave}Chomper has very pleasant breath! [NARRATIVE_BEACH_INTRO_FIRSTLEVEL_1]{NPC_ENTER:crazydave}{NPC_ENTER:winnie}{EXCITED:crazydave}Look at this magnificent beach! [NARRATIVE_BEACH_INTRO_FIRSTLEVEL_2]{SAY:crazydave}Sun, sand, and water! [NARRATIVE_BEACH_INTRO_FIRSTLEVEL_3]{PLAYFUL:crazydave}What else could a growing plant want! [NARRATIVE_BEACH_INTRO_FIRSTLEVEL_4]{SAY:winnie}There's too much water actually [NARRATIVE_BEACH_INTRO_FIRSTLEVEL_5]{SAY:winnie}You normally can't plant on water [NARRATIVE_BEACH_INTRO_FIRSTLEVEL_6]{EXCITED:winnie}But, plant Lily Pads first and you'll be in business [NARRATIVE_BEACH_INTRO_FIRSTLEVEL_7]{EXCITED:crazydave}The wet and gritty business of kicking zombie butt! [NARRATIVE_BEACH_INTRO_GARGANTUAR_1]{NPC_ENTER:zombossicon}{SAY}I'm here to bum you out again dude [NARRATIVE_BEACH_INTRO_GARGANTUAR_2]{SAY}Down there is a certain creep from the deep [NARRATIVE_BEACH_INTRO_GARGANTUAR_3]{SAY}When he gets here, there's gonna be a har-har-har [NARRATIVE_BEACH_INTRO_GARGANTUAR_4]{SAY}Wipe-out of your brains [NARRATIVE_BEACH_INTRO_GARGANTUAR_5]{SAY}Later dude, Doc Zomboss [NARRATIVE_BEACH_INTRO_GARGANTUAR_6]{NPC_EXIT:zombossicon}{NPC_ENTER:crazydave}{NPC_ENTER:winnie}{SAY:crazydave}This is totally Rhombusville totally [NARRATIVE_BEACH_INTRO_HOMINGTHISTLE_1]{NPC_ENTER:crazydave}{NPC_ENTER:winnie}{SAY:crazydave}Homing Thistle is one sure shot [NARRATIVE_BEACH_INTRO_HOMINGTHISTLE_2]{SAY:winnie}It helps when the shots can steer themselves [NARRATIVE_BEACH_INTRO_HOMINGTHISTLE_3]{PLAYFUL:crazydave}I wonder where those little guys went to flying school? [NARRATIVE_BEACH_INTRO_MORE_BOWLING_1]{NPC_ENTER:crazydave}{NPC_ENTER:winnie}{EXCITED:crazydave}There's a new bulb in town to help you bowl 'em over [NARRATIVE_BEACH_INTRO_MORE_BOWLING_2]{SAY:winnie}And this bulb won't steer you in a missed direction [NARRATIVE_BEACH_INTRO_MORE_BOWLING_3]{PLAYFUL:crazydave}Penny, I believe you meant Mrs Direction [NARRATIVE_BEACH_INTRO_ZOMBOSS_1]{NPC_ENTER:zombossicon}TBD intro [NARRATIVE_BEACH_OUTRO_DANGER_ROOM_KEY_1]{NPC_ENTER:crazydave}{NPC_ENTER:winnie}{EXCITED:crazydave}A clam! Let's make a glorious chowder with it! [NARRATIVE_BEACH_OUTRO_DANGER_ROOM_KEY_2](SAY:winnie)My analysis indicates that is one bad clam [NARRATIVE_BEACH_OUTRO_ZOMBOSS_1]{NPC_ENTER:crazydave}{NPC_ENTER:winnie}{SAY:winnie}TBD outro

Unused bowling ball projectile
In the Bulb Bowling Brain Buster (only in Day 8, because in Day 24 there's no code about it), there was a giant bowling bulb which was going to appear (like the Giant Wall-nut in the mini-game Wall-nut Bowling 2 from Plants vs. Zombies), but was scrapped.

Frostbite Caves

 * Before being renamed, Ice Age was its concept name. It advertised +16 Levels! +3 Plants!", and a total of 19 items.
 * Icebound Battleground was originally named "Frozen Fear." The introduction text was originally:
 * Crazy Dave: Hi neighbor! Welcome to Frozen Fear! (tap) It's even more challenging than the Slushee of Sorrow!
 * Zombot Tuskmaster 10,000 BC was originally named "Zombot Mastodon-otron."

Unused Frostbite Caves level
There is an unused Frostbite Caves Locked and Loaded level, that has all of the plants frozen in ice blocks. The player starts with multiple Hot Potatoes installed on their corresponding seeds. Name level stays as is and would have been before the current version of Day 24.

Trivia

 * It was the first level with multiple versions of the same plant, with five Hot Potatoes (unless the player counts using the Imitater). Furthermore, it is also the one of levels where all the tiles are pre-planted on and all of them are frozen; the second is a step in Electrical Boogaloo.
 * Neglecting Frostbite Caves - Day 30, it is the only level that does not feature ice floes.

Lost City

 * These plants still remain unused (they were unintentionally exposed in the Neon Mixtape Tour Side B Dev Diary as well):
 * Sungun - Would have attracted sun, then would have shot it out towards a zombie with each shot dealing 7 NDS. Its cost is 75 sun, and has a fast recharge.
 * Sunpod - Has similar properties to Pea Pod, and has something to do with how much sun the player has: when the player has ≥500 sun, it grows a head, and when the player has ≥1000 sun, it grows another heads and so on until it is maxed out. Its cost is 300 sun, and has a fast recharge.
 * These plants have been renamed:
 * Columnpod (now Red Stinger, seeing as it increases defense when put further from the player's house)
 * Goldtileturnip (now Gold Leaf, seeing as it refers to Gold Tile-producing Tile Turnip)
 * Unused zombies:
 * 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. It might have been a prototype version of the Imp Porter, albeit with a different theme (totem dropping, instead of tent depositing) and a specific zombie being summoned.
 * Unused achievement
 * Can't Stop the Rock: Defeat 5 zombies with a single boulder trap. The achievement was proven to be too easy, as even a zombie itself can achieve this for the player in Lost City - Day 22.

Initial name
According to the credits of the 3.9 update, Neon Mixtape Tour's prototype name was probably "Mondo Mixtape Tour, with "mondo" meaning, "big" or "major." Also, its code name is "eighties."

Beta lawn
The beta lawn is identical to the current one, but has red cups all over the place.

Unused idle animations
MC Zom-B and Breakdancer Zombie have unused idle animations that were probably going to be used in the almanac and seed selection. By modding the game, it is possible for MC Zom-B and Breakdancer Zombie to play these animations. Punk Zombie also has an unused dancing animation but has since been removed since Neon Mixtape Tour Side B.

Flag's image
Instead of a brain, Neon Flag Zombie used to have a written the logo of ZTV, a parody of MTV. This was still used in the Piñata Party teaser icon.

Beta music
The video for the beta music can be found here.

Jurassic Marsh

 * Jurassic Marsh's prototype name was Mesozoic Marsh.
 * Perfume-shroom's beta name was "dinonip."
 * Mesozoic Marsh (old name of Jurassic Marsh) in Part 1, would have only had 2 dinosaurs (Raptor and Stegosaurus).
 * In Part 2, there would be 3 dinosaurs (T. Rex, Ankylosaurus and ???).

Unused Beghouled Power Up
There is an unused powerup in Beghouled which was blue in color and a shovel appearing to fill a hole. Its usage in-game is unknown.

Renamed plants

 * Aquabooster (now Moonflower)

Beta gameplay
Before the release of the game, these are the graphics that were going to be used.

UI concept art
The following images are concept art done by Noah Maas. Tactical Cuke, an unused upgrade or Power Up, can be seen. According to the first three images, it seems that the seed packets were like the first game's seed packets on mobile devices. The second image showcased that plants were once going to be leveled up like in the Chinese version and the menu button appeared in the seed selection screen.

Time Twister
Time Twister was originally in the game files, but it was later removed. It would have been the final world, composed of features from all the previous worlds. Modern Day replaces this world, as both contain previous world gimmicks and zombies. The name, however, was reused as the name of a Piñata Party event.

Tutorial World
There are codes for a tutorial world, in which the first four tutorial levels could have been played again like normal levels. This was later scrapped for an unknown reason.

Prehistoric World
Before the android release, there was data for a world simply named "prehistoric." Nothing else existed for this world, except its existence in the world map selection data. It was possibly a concept of Frostbite Caves, or even Jurassic Marsh.

A world in the Chinese spin-off game Plants vs. Zombies: All Stars was released based on this concept, under the name Prehistoric Ages.

Unused code
These are unused upgrades and text files found in the code.
 * Collectible Bacon: It is unknown what it can do, but there are some text related to "Collectible Bacon" in the files.
 * Description: Collect Bacon. Because Bacon.
 * Increase Power-Up Duration Upgrade: It can increase the duration of the power-ups that are active, two exist in the game's files.
 * Description: Increases the duration that your powerups are active.
 * Valuable Mowers Upgrade: It is an upgrade that can make the lawnmowers give two coins instead of one. It is found in the files.
 * Description: Drops more money for each lawnmower at the end of a level.
 * Change Vase Color Power-Up: It is a powerup that lets you change the color of one vase, for example turning a brown vase into a green vase.
 * Scrapped zombies: ZombieProto seems to be an early version of the Basic Zombie and was removed in later versions.
 * Unused zombies: There are two unused zombies named "ZombiePet" and "Cleopatra." It is unknown what Zombie Pet was going to do, since for now it just works like a slower basic zombie (A tool named "Zombie Spawner" sends Zombie Pets down the lane, as seen below). Cleopatra summons Mummy Zombies, and stops moving as soon as it gets damaged or reaches a plant.
 * Non-colliding barricades exist, which let the player plant above them.
 * Endless Mini-games are endless versions of Mummy Memory, Cannons Away and Not OK Corral.
 * Tactical Cuke: The Cuke from the Chinese version has a seed packet in the international version named "tacticalcuke," a plant from Plants vs. Zombies: Garden Warfare.
 * Sprout was originally going to be used in the Zen Garden, instead of small plants. It was ultimately scrapped, but has data to be used in-game (this was exposed in the Neon Mixtape Tour, Side B Dev Diary).

Plantable in-game Marigold
Marigold was originally going to be plantable in-game, but this idea was later scrapped and Marigold became only available in the Zen Garden. It is possible that Marigold will become obtainable as a normal plant in the Chinese version, because in the Chinese version it costs 50 sun and is usable, and it has its levels 2-4 seed packets.

Unused text

 * There is a line on the files about a message, that is shown if the player tries to plant a Tangle Kelp on a Lily Pad and other things related to Lily Pad.
 * [ADVICE_PLANT_TANGLEDKELP_ON_LILYPAD] No planting Tangled Kelp on a Lily Pad.
 * [ADVICE_PLANT_LILYPAD_ON_LILYPAD] Lily pads can't be planted on Lily Pads.
 * [ADVICE_PLANT_MORE_LILYPADS] Try planting more Lily Pads!
 * [ADVICE_PLANT_LILYPADS_ON_WET] Lily Pads can only be planted on wet sand and water.
 * Penny is referenced internally as "Winnie."
 * The following flavor text was scrapped:
 * Starfruit and Marigold used their flavor text from Plants vs. Zombies.
 * Citron: Since he was a young citrus he tried to donate plasma to help out people, but his juices were too acidic. Then he discovered how to donate a different kind of plasma.
 * Laser Bean: 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.
 * Tile Turnip: Through great sacrifice comes great Power Tiles. Such is the way of the Tile Turnip.
 * Sun-shroom: With a little more time and effort Sun-shroom know he could do better. He's pretty proud of those big suns he pops out, though he does feel a little bloated.
 * Puff-shroom: Puff-shroom is deeply rooted in the social networking systems. His online favorites are Yeastbook and Funggit, but nothing beats camaraderie of a Lawn Area Network of fellow Puff-shrooms.
 * Fume-shroom: "I think of myself as a pretty confident shroom and an all-around fungi," says Fume-shroom. "But sometimes I hear chuckles, and calls for 'Balloon-shroom'. I don't think they know how much that can hurt my feelings."
 * Sun Bean: Sunbeans infect zombies with sun. As a zombie takes damage they generate sun. (Description header, version 2.2.2)
 * Sun Bean: One of a growing band of bean brothers, Sun Bean thinks Chili is a little crude, Spring is rather lazy, and Laser is a bit far-out. Still he loves them all the same.
 * Pea-nut: Pea-Nut swears that he is hypo-allergenic and safe for use by all manner of lawn defenders. He just wishes people would stop planting him upside down.
 * Magnet-shroom: Magnet-shroom is quite aware of his unconventional appearance, but he doesn't let it bother him. In his heart he knows he's the most attractive shroom around.
 * Cold Snapdragon: Cold Snapdragon gets chilly when anyone brings up his cousin Snapdragon. "It happened a long time ago, and I'd really rather not discuss it" he says. Yikes.

Unused tombstones and minecarts
There are tombstones in the code for all worlds. There were also unused tombstones in Dark Ages. There are also unused minecarts and rails that were originally going to be in Ancient Egypt, Pirate Seas, and Far Future, but they were ultimately removed and they were used only in Wild West. However, in the Chinese version of Plants vs. Zombies 2, Far Future minecarts and rails are usable, as they are essential for an exclusive Brain Buster, All by Oneself, albeit with a slightly different minecart design.

Beta costs
A few of the plants had a different sun cost and gems cost prior to its final release. Some of the Power Ups were also going to have a different coin cost.
 * During the beta stages, a screenshot revealed that Melon-pult and Threepeater had the same sun costs as they did in the original game: 300 and 325 respectively. Their sun costs were switched before the final release.
 * Citron's original sun cost was 400 sun.
 * Infi-nut's original sun cost was 125 sun.
 * Bonk Choy's original sun cost was 175 sun.
 * Lightning Reed's original sun cost was 150 sun.
 * Guacodile's original sun cost was 175 sun.
 * Sap-fling's original sun cost was 250 sun.
 * Chard Guard's original sun cost was 50 sun.
 * Phat Beet's original sun cost was 200 sun.
 * Primal Peashooter's original sun cost was 125 sun.
 * Perfume-shroom's original sun cost was 0 sun.
 * Dusk Lobber's original sun cost was 175 sun.
 * Aloe would've costed 100 sun.
 * All power-ups in Vasebreaker were going to cost 500 coins.
 * Power Toss' original coin cost was 400 coins.
 * Power Pinch's original coin cost was 1600 coins.
 * Power Zap's original coin cost was 1200 coins.
 * Power Flame's original coin cost was 1000 coins.
 * Ghost Pepper's original gem cost was 80 gems.
 * Fire Peashooter's original gem cost was 139 gems.
 * Strawburst was originally going to cost an unknown number of gems.
 * Cold Snapdragon would've originally cost $6.99 USD.

Beta music
The music that plays in Crazy Dave's second transmission is the early music for Pirate Seas. It was also composed by Laura Shigihara. All this is confirmed by Laura Shigihara, as seen here.

Unused boosts
There are some unused boosts found in the code, which are called Bounty Hunter, Extra Toughness, Fast Recharge, Rapid fire, Shovel Bomb and Sun Discount. They could be obtained in the Zen Garden. [BOOST_COMBAT_RAPID_FIRE] Faster attack rate.

[BOOST_COMBAT_SHOVEL_BOMB] Explodes when shoveled.

[BOOST_COMBAT_SUN_DISCOUNT] Reduced sun cost.

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

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

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

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

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

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

[BOOST_TITLE_BOUNTY_HUNTER] Bounty Hunter

[BOOST_TITLE_EXTRA_TOUGH] Extra Toughness

Unused Zen Garden watering animations
The single-use plants were originally going to have boosts, thus being available in the Zen Garden. They were scrapped because since the plants disappear right after being planted, boosts for them would be completely unnecessary. Only the plants up to Far Future have these animations. These animations were later used after the 5.7.1 update when you get all the seed packets to level up the plant. Every single-use plant after Far Future just have their idle animation reset. The Sprout from the first game was replaced by small plants. These animations can still be viewed by upgrading one of these plants, as their animation will play when their seed packets max out on a level.

Unused Treasure Yeti costume
There was going to be a Wild West costume for Treasure Yeti (it was found in its sprite file), but it was scrapped for unknown reasons.

Old seed packet designs
Before the Lost City seed packets were created, all world-based seed packets were different than what would be released later on.

Costumes
Several costumes are known to exist or appear in the sprite files, but never appeared. Some of these are used in the Chinese version or Plants vs. Zombies: All Stars, while some of them may appear in future updates. Some plants have unused costumes, but the following listed below don't:


 * Kernel-pult
 * Jalapeno
 * Imitater
 * Hypno-shroom
 * Sun-shroom


 * Puff-shroom
 * Fume-shroom
 * Sun Bean
 * Pea-nut
 * Magnet-shroom


 * Chomper
 * Lily Pad
 * Tangle Kelp
 * Bowling Bulb
 * Homing Thistle


 * Guacodile
 * Banana Launcher
 * Sweet Potato
 * Sap-fling


 * Hurrikale
 * Hot Potato
 * Fire Peashooter
 * Every plant released since Lava Guava

Scrapped costumes
The following costume was changed between updates:

Developmental features
A "Zombie Spawner" feature allows the unused Pet Zombie to be summoned from lawn mowers that would attack other zombies. Renting premium plants are also hidden. In 3.8.1, A new feature was added, the favorite button which would mark a plant with an x and put the said plant's seed packet in front of the Player's House plants.