Talk:Plants vs. Zombies 2/Upcoming content/@comment-26593304-20151213011146

Well, the portals look EXTREMELY tricky here. I just saw Ginta's new video, the portals are kinda like the random grave spawns in Dark Ages. Here's my breakdown:

First off, they don't show up in the "choose your seeds screen" the way the dinosaurs do in JM. Not sure whether or not they will be randomly placed, but in the video an Ancient Egypt rift appeared around tile four, from the left. It looks like the rifts will summon only special zombies, there were no basics, coneheads, etc. that showed up out of the rift, and the Ancient Egypt one cycled through all but one of its special zombies. (The missing one was the Camels.) Not sure whether the zombies spawned are randomized either. Anyway, the rifts sumoned the following, at each place: [the coordinates are as if (0,0) was the bottom leftmost tile, therefore the zombies enter the lawn at (8,0), (8,1), (8,2), (8,3), and (8,4)]

Ancient Egypt (3,3) : 1 Sarcophagus, 2 Tomb Raisers, 1 Ra

Pirate Seas (5,3): 1 Captain, 1 Barrel Roller, 2 Seagull

Far Future (4,4): 1 Robo-Cone, 1 Shield, 1 Mecha-football

Also, for the Far Future rift, Ginta's Primal Peashooter jumped forward two tiles; from (4,4) to (6,4). I suspect that the jump was initiated because of the rift's appearance, but it just jumped two tiles forward because the columns behind it were full and the column directly in front of it was occupied by a Chard Guard. However, the Chard Guard that was planted at (4,4) after the rift appeared stayed.

Each rift spawned the first zombie at different times after it appeared. The Egypt one spawned its first about 9 seconds after it appeared. The Pirate Seas spawned 3 seconds after, and the Far Future 4 seconds after. The rifts all spawned a new zombie about every 12 seconds afterwards. After spawning the zombies, they all disappeared in the same way they had appeared, and no plants were affected by their disappearance.

The zombies spawned from the rift can use their special immediately once they appear. The first thing the Tomb Raiser did was create some graves, the Mecha-football immediately pushed the plants over a tile (not immediately, but that's because of the Primal Pea's stun effect), and the Shield practically spawned with its barrier up.

Last thing, this time about plant usage. Unfortunately, according to Ginta's comment on his video and looking at the seed selection screen, world-exclusive plants CANNOT be used in Modern Day as of that video. Thyme Warp and Gold Leaf were grayed out, as well as Perfume-shroom (but obviously that's because there are no dinosaur sightings.... yet). Trust me, I'm as disappointed as you guys are about that.

Okay, there's my (possibly) Gamexplain-worthy analysis of Day 1. Any feedback, or anything that I missed?