Adventure Mode is the first available mode and the main mode in Plants vs. Zombies. There are five stages and six areas playable in this mode, which are Day, Night, Pool, Fog, Roof, and Night Roof; each with their own characteristics. There are 10 levels from Day to Pool (stages 1-3), while 9 on Fog and Roof as 4-5 and 5-10 takes place on Night and Night Roof, respectively thus stages 4 and 5 take place in two different areas. A new plant is unlocked and added to the player's roster at the end of most levels, and in the other levels the player receives an item or a note.

Once the player has finished Adventure Mode for the first time, they can opt to replay the Adventure mode. The player can use whatever plants previously obtained in each level. The player will face increased difficulty and a more challenging gameplay than they have experienced when playing for the first time. The player will also discover the Zombie Yeti upon playing Level 4-10 for a second time.


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During the 2.4.0 update of Plants vs. Zombies FREE, the Adventure Mode has been redesigned with a level selector. The new Adventure Mode is very similar to the one in Plants vs. Zombies 2, where players can unlock new levels after completing one, and they can also replay any level they want (this also removed Quick Play). After players beat all levels in Adventure Mode for the first time, "Adventure 2" will be unlocked, which is similar to replaying Adventure Mode from the old versions (but with the level selector, rather than sequentially going through each level). Also, players can return to "Adventure 1" which is similar to Quick Play but includes every Adventure Mode level to replay them anytime.

I'm just wondering. I've been using shrooms during the night time ever since I played the night levels first, but now I finally got to planting a sunflower in a night level and it's creating sun, so I'm just wondering, why now use sunflowers? Is it that they're too expensive without the extra sun falling from the sky? Or is there something else to it?

Plants vs. Zombies is a 2009 tower defense video game developed and published by PopCap Games. First released for Windows and Mac OS X, the game has since been ported to consoles, handhelds, and mobile devices. The player takes the role of a homeowner amid a zombie apocalypse. As a horde of zombies approaches along several parallel lanes, the player must defend their home by putting down plants, which fire projectiles at the zombies or otherwise detrimentally affect them. The player collects a currency called sun to buy plants. If a zombie happens to make it to the house on any lane, the player loses the level.

Plants vs. Zombies was designed by George Fan, who conceptualized it as a more defense-oriented sequel to his fish simulator game Insaniquarium (2001), then developed it into a tower defense game featuring plants fighting against zombies. The game took inspiration from the games Magic: The Gathering and Warcraft III; along with the movie Swiss Family Robinson. It took three and a half years to make Plants vs. Zombies. Rich Werner was the main artist, Tod Semple programmed the game, and Laura Shigihara composed the game's music. In order to appeal to both casual and hardcore gamers, the tutorial was designed to be simple and spread throughout Plants vs. Zombies.

Plants vs. Zombies is a tower defense video game in which the player defends their suburban home from zombies.[5][6][7] The lawn is divided into a grid,[8] with the player's house to the left.[9] The player places different types of plants on individual squares of the grid. Each plant has a different style of defense, such as shooting, exploding, and blocking.[8][10] Different types of zombies have their own special behaviors and their own weaknesses to different plants.[8][9] For example, Balloon Zombie can float over the player's plants, but its balloon can be popped by Cactus.[8][11] Other examples of zombies include Dancing Zombie which summons Backup Dancers around himself; and the Dolphin Rider Zombie, which rides on a dolphin in the water to jump over a plant.[6][9]

The player can pick a limited number of types of plants through seed packets at the beginning of each level,[12] and must pay to place them using a currency called "sun". The player collects sun by either clicking on sun icons that randomly appear over the lawn, or by using certain plants that generate sun, like Sunflowers and Sun-shrooms.[8][9][10] Each type of plant recharges between each placement at various speeds. A shovel can be used to dig up and remove plants.[13] Positioned at the left end of each lane is a single-use lawnmower, pool cleaner, and roof cleaner; if a zombie reaches this end, these will activate and kill all zombies in that lane.[14] If a zombie reaches the end of a lane whose mower, pool cleaner, and roof cleaner has already been used, roof cleaners were crushed by Dr. Zomboss' fireball and iceball in level 5-10 or Dr. Zomboss's Revenge, or a roof cleaner has not yet been bought, the player loses the level. This results in the removal of that level's progress, with the only options being to restart and exit.[13]

There are five stages in the Adventure mode, each comprising ten levels.[13] At the end of nearly every level, the player collects a new type of plant to use in subsequent levels. On the first level of stage two (level 2-1), zombies begin to occasionally drop in-game money when killed. After level 3-4, the player can spend the money at an in-game store called Crazy Dave's Twiddydinkies.[9][13] Crazy Dave offers boosts that the player uses to upgrade already-placed plants and gardening tools for the player's Zen Garden,[8][9] which is unlocked after level 5-4[13] and allows the player to water and maintain a group of plants,[8] which are obtained as loot from killing zombies or purchasing them through his store;[13] in return, the plants generate money for the player.[8] Every stage's fifth level has a mini-game challenge, often utilizing a conveyor belt that gives various plants to the player.[7] On every stage's tenth level, the player receives plants from a conveyor belt.[13] Stages one, three, and the first nine levels of stage five occur in daylight, while stages two, four, and the battle with Dr. Zomboss take place at night.[13][11]

During the nighttime stages, the player uses the lower-cost fungi plants due to the lack of natural sun generation at night.[7][10] Stages three and four take place in the house's backyard, which has six lanes (unlike the usual five lanes) and features a pool taking up the middle two lanes.[11][13] On the pool, plants are placed on top of Lily Pads which, unlike most plants, can be placed directly on pool lanes.[7] Stage four has fog that obscures most of the lawn.[13] Stage five takes place on the house's roof. This setting has the player use catapult plants, instead of the standard shooting plants, to account for the roof's upward slope.[13]

Adventure mode's last level pits the player against Dr. Zomboss, an evil scientist and the zombies' animator. He crushes the player's plants by having his Zombot crush the plants or throw vans at them, and can place fire and ice balls that roll across a lane. The player subdues these balls with Jalapeos and Ice-shrooms.[15] After completing the Adventure mode, the player can play it again, this time with plants unlocked during the previous play-through, and with three randomly selected plants to begin each level.[16][17]

When the concept of Plants vs. Zombies was first established as a sequel to Insaniquarium, Fan wanted to make a game where the aliens invade the player's garden.[27] Originally, his intent was to make a gardening game where plants are grown as an investment to afford defenses against an alien invasion.[27][23] After Fan created the "perfect zombie", the enemies were changed from aliens to zombies.[26] He trimmed the concept of simultaneously defending and maintaining the garden, feeling that the repetitive gardening detracted from the main gameplay.[27][20] Simplifying the gardening system, Fan restructured the game's main aspects to fit better into the tower defense genre,[27][20] and later added further elements inspired by other games.[25] Fan enjoyed the idea of plants defending against the zombies, combining two distinct species that were not yet touched by other game developers at the time.[27] Plants playing as the role of towers made sense to him, acting as stationary defense against the recurring waves of zombies.[25] Zombies were designed to move in the current linear five- and six-lane system in the final game,[24][25] allowing the enemy zombies to interact with the defensive plants, a refinement in the game that Fan felt worked as a unique gameplay mechanic to make Plants vs. Zombies stand out in the tower defense genre amongst other tower defense games popular at the time.[25]

Plants vs. Zombies took three and a half years to make.[27] Much of the first year of development focused on Adventure mode; Semple afterward suggested brainstorming concepts for Mini-Games mode. "Vasebreaker" and "I, Zombie" originated from those ideas as individual levels before Fan, who enjoyed tweaking them, separated them and their variants into Puzzle mode. During testing, Fan found that the additional modes detracted players from Adventure mode. Fan locked most of their levels, requiring advancement within Adventure mode to unlock them.[20] Later, the development of Plants vs. Zombies consisted of Fan testing the game and writing down notes of what could be done to tweak it before sending them off to Semple.[32] The last year of development had the team fine-tuning Plants vs. Zombies before release.[27]

One of the critical aspects of the development was designing Plants vs. Zombies to be balanced between hardcore and casual gaming.[20][32] Fan designed the tutorial to be simple and merged within the game to attract casual gamers. It had the player learning by performing actions, rather than reading about how to do the actions. The in-game messages were also made to be as short and easy-to-read as possible; with the dialogue from Crazy Dave being broken up into small chunks of text to match this. The in-game messages were also designed to match a player's skill set; an example being the message telling the player to place Peashooters further to the left would only pop up in an early level if a Peashooter was placed towards the right of the lawn and was eaten.[33][34] The team discovered that newcomers to the genre of real-time strategy often had difficulty learning the importance of sun collection. The price of the income-generating Sunflowers was halved, encouraging the player to buy them instead of the attack-only Peashooter. The change forced restructuring of the balance between plants and zombies, a move that Fan said was worth the effort.[25][34] 2351a5e196

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