Plants vs. Zombies: Party Time!

__NOTOC__ 
<choose uncached>
<option weight="100">Let's get this party started!</option>
<option weight="100">Dance like nobody's watching!</option>
<option weight="100">Cheers to good times!</option>
<option weight="100">Party like there's no tomorrow!</option>
<option weight="100">Shake it off and dance!</option>
<option weight="100">Celebrate in style!</option>
<option weight="100">Time to boogie down!</option>
<option weight="100">Raise your glasses high!</option>
<option weight="100">Let loose and have fun!</option>
<option weight="100">Music, drinks, and laughter!</option>
<option weight="100">Toast to the night!</option>
<option weight="100">Dance floor takeover!</option>
<option weight="100">Party vibes all around!</option>
<option weight="100">Living for the moment!</option>
<option weight="100">Let's make memories!</option>
<option weight="100">Good times ahead!</option>
<option weight="100">Cheers to the weekend!</option>
<option weight="100">Drink, dance, repeat!</option>
<option weight="100">Turn up the music!</option>
<option weight="100">Party on, rockstars!</option>
<option weight="100">Let's paint the town red!</option>
<option weight="100">Keep calm and party on!</option>
<option weight="100">Dance until dawn!</option>
<option weight="100">Making memories together!</option>
<option weight="100">One epic night ahead!</option>
<option weight="100">Get ready to groove!</option>
<option weight="100">Turn the music up!</option>
<option weight="100">Tonight, we celebrate!</option>
<option weight="100">Bringing the party vibes!</option>
<option weight="100">Let's light up the night!</option>
<option weight="1">And then it goes fart fart fart</option>
</choose>
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Plants vs. Zombies: Party Time! (abbreviated as PvZ:PT, Party Time!, or just PT) is a match three/puzzle game released by Sani StudiosTM. This game takes place in the discotastic town of Partyville. Partyville is always pumping with some sort of party and everything interesting always happens there! Partyville's vibrant nightlife and funky lights seem to have attracted the vengeful eye of MC Zomboss, who seeks to drain this mixtape metropolis of its energy and use them for his own, deviously unfunky, desires. He should have just seen a therapist instead! At its heart, this game is a match three puzzle game, but it has layers of game mechanics and depth to try and take a look at this tired genre through fresh eyes. Funky eyes, one could say. 
== Plot ==
Zombies have invaded Partyville, an almost magical place where the party never ends! It looks like MC Zomboss wants to take over the Party Cores that power Partyville's pristine parties and use their radical radiance to fund his own Zombie Prom. Only a miserable zombie scientist would attempt such a heartless plan. Luckily, Funky Dave and a new guard of plants are on the case, with a whole host of tricks up their metaphorical sleeves. You, the player, must help them beat back the invasion and bring back peace to Partyville by doing none other than playing this match three game. Wonderous!
==Update History==
===March 7th, 2024===
*Welcome to the party!
*Date of page creation
===March 21st, 2024===
*Our first content update - Little Puffs
*Introducing Synthrict 11: Disco Courtyard
**Two new plants: Puff-shroom (515) and Scaredy-shroom (535)
**Three new zombies: Zomboni (525), Zombie Bobsled Team (Special), and Bobsled Zombie (Special)
*One new obstacle: Tombstones (510)
===June 12th, 2024===
*Our third content update - Ominous Tunes
*Introducing Synthrict 12: Promenade Promenade
**Two new plants: Infi-nut (565) and Chili Bean (585)
**One new zombie: Power Walker Zombie (575)
*One new obstacle: Grease (590)
*Introducing Synthrict 13: Boulevard Gardens
**Two new plants: Imp Pear (615) and Blooming Heart (635)
**One new zombie: Stealth Imp (625)
*Introducing Synthrict 14: Terrace Boardwalk
**Two new plants: Red Stinger (665) and Hypno-shroom (685)
**One new zombie: Cell Phone Zombie (675)
*Introducing Synthrict 15: Plaza Esplanade
**Two new plants: Pepper-pult (715) and A.K.E.E. (735)
**One new zombie: Punk Zombie (725)
*One new obstacle: Portal (740)
*Introducing Synthrict 16: Mirrorball Meadow
**Two new plants: Sun Bean (765) and Spore-shroom (785)
**One new zombie: MC Zom-B (775)
*Introducing Synthrict 17: Electric Avenue
**Two new plants: Aloe (815) and Electric Blueberry (835)
**One new zombie: Pianist Zombie (825)
*The first content update to introduce proper new content:
**Added PDs
***PDs are awarded at the end of the level for specific plants based on how much they did
**Added Groove Roads for all plants
***Collecting PDs for a plant will progress them through a Groove Road with rewards
***These rewards include exclusive cosmetic items and just good old resources to use
***At the end of the road lies a special upgrade for the plant, which changes everything
**Added Plant Resonance
**Added Resonating variants for all plants
***Plant Resonances are more powerful and come with an extra special ability
***Fill a column with attuned plants and evolve a regular plant into its Resonance
***Plant Resonances can be used again after normal plant is planted a number of times
**Added Gnarly Cups
***Gnarly Cups are dropped at random by defeated zombies with a 1% chance
***Gnarly Cups cannot be dropped by zombies that have been unnaturally spawned
**Added Gnarly Levels
***Gnarly Cups can be consumed before entering a level to make it… GNARLY!
***Gnarly Levels are more difficult and contain unique and special challenges
***Gnarly Levels are also far more rewarding than regular levels are
**Added Gnarly variants for all zombies
**Added Gnarly variants for all Obstacles
**Some rather spicy😏 Spice changes
***Radiant Sun: Reduced bonus from 50% to 35%
***Slowing Snow: Reduced slow down from 30% to 20%
***Mutation: Reduced transformation chance from 2% to 1%
***Healing Winds: Increased activation delay from 2s to 4s
***Haste Vial: Reduced speed boost from 60% to 50%
***Bouncer (NEW, Mild): Zombies take 100% longer to start spawning at the start of the level.
***Feed The Ark (NEW, Hot): There can only be up to two copies of each plant on the lawn at any given time.
**Plant these plant changes, chief!
***Increased Melon-pult sun cost from 120 to 150
****The melons are more profound and rotund than before!
***Increased Kernel-pult butter interval from 3 to 4
****Butter make sure the zombies don't get too far now!
***Increased Plunger Zombie health from 40 to 60
****Take the plunge with a more challenging zombie!
**Other changes that don't fit in elsewhere
***Added variants of plant and zombie statbox templates without the almanac entry field
***Slowed down the statbox animation from 60s to 70s to make it just a smidge easier to read
****This also improves the tabber experience for the new character forms
***Added new pink and black colors for pieces, increasing the max possible colors from 6 to 8
===August 2nd, 2024===
*Our fourth content update - Hedge Trimming
*Introducing Synthrict 18: Beat Boulevard
**One new zombie: Landscaper Zombie (875)
*Moved Electric Blueberry's unlock from Synthrict 17 (835) to Synthrict 18 (865)
**Synthricts after Synthrict 16 will now only have 1 plant and 1 zombie
===August 15th, 2024===
*Our fifth content update - Groovy Genres
*Introducing Synthrict 19: Pulse Plaza
**One new plant: Nightshade ()
**One new zombie: Screen Door Zombie (825)
*Introducing Synthrict 20: Funky Oasis
**One new plant: Grimrose ()
**One new zombie: Wild Cowboy (825)
*Introducing Synthrict 21: Disco Dome
**One new plant: Moonflower ()
**One new zombie: Glitter Zombie (825)
*Added a new small piece of content called Genres
**Each plant is now part of a Genre: Punk, Pop, Rap, Metal, or Ballad
**Plants of the same Genre will be more effective when used together
**Plants also gain a second Genre when Resonated, which opens more possibilities
**Resonations of the same two Genres will be even more effective together
*Premium Plants have been removed and placed into Synthricts instead
**Repeater has been moved to Synthrict 17
**Bloomerang has been moved to Synthrict 20
**Iceweed has been moved to Synthrict 19
**Starfruit has been moved to Synthrict 18
==Core Gameplay==
Pieces are the little doohickeys you swipe around in Party Time!. Each level has a different shaped grid filled with pieces of four to eight different colors (yellow, red, purple, blue, orange, green, pink, and black). The different piece colors are represented by different objects to give the game more character. The basic move of the game consists of swapping the positions of two pieces to align sets of three of the same color, whereupon they disappear, causing pieces above them to collapse into the space left behind, often resulting in chain reactions. Moves and alignments must be horizontal/vertical.
Sun is the main currency used in the actual Party Time! levels. Sun can be obtained by making matches, and making longer matches will award the player with more sun. A match of three is worth 3 sun for example, a match of four is worth 6, and a match of five is worth 9 sun! It sort of goes up from there based on match length, but you're unlikely to actually pull off matches that are longer than five usually. Probably. I've never played a match three game myself. Sun can be used to purchase plants, which are detailed a little later on, but it's fairly important so you'll want to gather as much of it as you can.
Lawns are the main way of winning the level. That sentence made no sense. It's okay. There is a lawn on top of the playable swiping place, since this game is played in portrait mode and there's room for it. That's right. Unlike old PvZ3, we're taking full advantage of it! The lawn is 4-6 tiles high, depending on how many colors there are in the level. Each lane corresponds to a different color, and when a match of that color is made plant actions in that lane will trigger. Zombie actions will always trigger in all lanes regardless of the color matched. The lawn is 10 tiles long, a little longer than in the tower defense games just to make things a little more straightforward for the player.
Plants can be planted with sun in levels. This might be a foreign concept to some, but unless you're Creepes it should be fine. You get to pick your plants, and while there are only 32 plants (28 free, 4 paid) in the game there's still plenty of potential setups given you only get to pick 6 plants for a level (there are 906,192 possible combinations). Plus, the plants are only half of the game. Plants, as just mentioned (come on), cost sun and also have recharge times, with the recharge times being a number of moves rather than real time due to how the game operates. Plants perform actions based on moves made as well, based on the color of the lane they're in, as as previously mentioned each lane corresponds to a different color, and when a match of that color is made plant actions in that lane will trigger.
Zombies attack your lawn in levels. They'll come out deviously from the right side of the lawn and saunter on leftward. Their movement is based on moves, as is everything else in this game. Zombies also have other abilities, such as their normal melee attack as well as any other special abilities they might have. All of it is controlled by moves, so there's a fun sort of almost turn-based aspect to this game that gives the traditional tower-defense gameplay a unique and interesting spin. Zombies appear gradually over the course of the level, but they are also congregated into larger flags in a similar fashion to the normal tower defense games and whatnot.
Lives are an important part of the game. The player has three lives, and one is lost when a zombie reaches their house (all the way at the left side of the lawn). When a life is lost, all zombies in the first three columns will be pushed back a tile to hopefully give players a little bit of a chance to recover after such an embarrassing and dramatic failure of their defense systems. If all three lives are lost, the level is over and the player must restart. When the level is successfully completed, the number of coins is reduced by 20% for each life lost, so if only one life is left that's a 40% cut on the coin reward. Play well!
Peas are a secondary way to attack zombies, outside of the plants. When a match is made, the pieces involved are turned into peas which each fly upward and deal 1 damage to zombies that are hit. This means zombies on the top lane are safer than zombies on the bottom, sort of like how zombies to the right are safer than zombies that are farther to the left. The way that the game is that a match is made, then the pieces turn into peas and fly upward to damage zombies, and then zombies make their moves, and then finally plants make their moves.
Powers are special little booster pieces that can be obtained by making special types of matches. While there is a reward for making these longer matches of extra sun, these happy boosters give you an extra edge in the fight against the zombies! Did you forget that this was a PvZ game? I don't blame you. I would have forgotten if the previous section hadn't been about peas. Powers can be triggered by matching them into other pieces, or by just tapping on them. Both of these methods will count as a move because that just makes sense.
These are the different Powers in Party Time!:
*Jalapeno
**Created by matching four pieces in a horizontal line.
**Pops everything in a line horizontally, to the left and right.
**Combined: Pops everything left and right, three squares wide.
*Chilly Pepper
**Created by matching four pieces in a vertical line.
**Pops everything in a line vertically, both up and down.
**Combined: Pops everything up and down, three squares wide.
*Strawburst:
**Created by matching four pieces in a square.
**Fires a shot at the most crucial tile on the playable board, popping whatever is on it.
**Combined: Fires a shot at the three most crucial tiles on the board.
*Cherry Bomb:
**Created by matching intersecting pieces up to four a line.
**Explodes in a 5x5 area, popping everything inside the blast radius.
**Combined: Explodes in a larger 9x9 area instead.
*Doom-shroom
**Created by matching five or more pieces in a row.
**Pops all pieces that match the color of the piece it was matched into.
**Combined: Obliterates the entire board, popping every single square.
*Imitater:
**Created by matching six pieces in a T shape. Inherits their color.
**Turns all pieces of the color it is matched with into its color, or pops all matching pieces if the colors match.
**Combined: Obliterates the entire board, popping every single square.
==Adventune==
Adventune is the main campaign for Party Time!, and it consists of a bunch of normal levels. These Adventune levels allow you to unlock new plants and meet new zombies, and experience new types of levels that you might not have otherwise been able to experience. The main Adventune experience consists of 550 high-quality levels that span 11 different areas, called Synthricts.
===Synthricts===
Synthricts are sets of levels and related content featured in Adventune, handily split up for easier consumption. The 550 different high-quality levels in Party Time! are split up into 11 different Synthricts, with each Synthrict consisting of 50 levels. The different Synthricts are more of cosmetic/visual changes rather than being inherently tied to a set of gimmicks or anything, but there is a general sense of progression as new things unveil themselves gradually as you ascend through the Synthricts. There's some consistency with plant and zombie unlocks as well: levels 15 and 35 in a Synthrict will unlock new plants, and level 25 will unlock a new zombie. This means that, as there are 11 Synthricts, there are a total of 22 unlocked plants in the game (plus 6 starting) and 13 unlocked zombies in the game (plus 4 starting). That's a total of 32 plants and 17 zombies in Adventune. Pretty good.
====Tutorial - Spotty Street (Tutorial)====
*Plant Unlocks:
**Peashooter (Tutorial)
**Bonk Choy (Tutorial)
**Wall-nut (Tutorial)
**Spikeweed (Tutorial)
**Squash (Tutorial)
*Zombie Unlocks:
**Zombie (Tutorial)
**Conehead Zombie (Tutorial)
**Buckethead Zombie (Tutorial)
**Imp (Tutorial)
====Synthrict 1 - Disco Plaza (1-50)====
*Plant Unlocks:
**Cabbage-pult (Level 15)
**Snow Pea (Level 35)
*Zombie Unlocks:
**Balloon Zombie (Level 25)
====Synthrict 2 - Funky Square (51-100)====
*Plant Unlocks:
**Bamboo Shoots (Level )
**Potato Mine (Level )
*Zombie Unlocks:
**Bowling Zombie (Level 75)
====Synthrict 3 - Neon Park (101-150)====
*Plant Unlocks:
**Venus Flytrap (Level )
**Lightning Reed (Level )
*Zombie Unlocks:
**Dog Walker Zombie (Level 125)
====Synthrict 4 - Groove Terrace (151-200)====
*Plant Unlocks:
**Stunion (Level )
**Kernel-pult (Level )
*Zombie Unlocks:
**Pigeon Feeder Zombie (Level 175)
**Zombie Pigeon (Special)
====Synthrict 5 - Glitter Gardens (201-250)====
*Plant Unlocks:
**Garlic (Level )
**Sweet Potato (Level )
*Zombie Unlocks:
**Hot Dog Imp (Level 225)
====Synthrict 6 - Boogie Block (251-300)====
*Plant Unlocks:
**Snapdragon (Level )
**Spring Bean (Level )
*Zombie Unlocks:
**Disco Zombie (Level 275)
**Backup Dancer (Special)
====Synthrict 7 - Rhythm Alley (301-350)====
*Plant Unlocks:
**Endurian (Level )
**Phat Beet (Level )
*Zombie Unlocks:
**Plunger Zombie (Level 325)
====Synthrict 8 - Sparkle Square (351-400)====
*Plant Unlocks:
**Melon-pult (Level )
**Chomper (Level )
*Zombie Unlocks:
**Zombones (Level 375)
====Synthrict 9 - Retro Rooftop (401-450)====
*Plant Unlocks:
**Sun-shroom (Level )
**Threepeater (Level )
*Zombie Unlocks:
**Bling Shark (Level 425)
====Synthrict 10 - Dance Deck (451-500)====
*Plant Unlocks:
**Laser Bean (Level )
**Cattail (Level )
*Zombie Unlocks:
**Gargantuar (Level 475)
====Synthrict 11 - Disco Courtyard (501-550)====
*Plant Unlocks:
**Puff-shroom (Level )
**Scaredy-shroom (Level )
*Zombie Unlocks:
**Zomboni (Level 525)
**Zombie Bobsled Team (Special)
**Bobsled Zombie (Special)
====Synthrict 12 - Promenade Promenade (551-600)====
*Plant Unlocks:
**Infi-nut (Level )
**Chili Bean (Level )
*Zombie Unlocks:
**Power Walker Zombie (Level 575)
====Synthrict 13 - Boulevard Gardens (601-650)====
*Plant Unlocks:
**Imp Pear (Level )
**Blooming Heart (Level )
*Zombie Unlocks:
**Stealth Imp (Level 625)
====Synthrict 14 - Terrace Boardwalk (651-700)====
*Plant Unlocks:
**Red Stinger (Level )
**Hypno-shroom (Level )
*Zombie Unlocks:
**Cell Phone Zombie (Level 675)
====Synthrict 15 - Plaza Esplanade (701-750)====
*Plant Unlocks:
**Pepper-pult (Level )
**A.K.E.E. (Level )
*Zombie Unlocks:
**Punk Zombie (Level 735)
====Synthrict 16 - Mirrorball Meadow (751-800)====
*Plant Unlocks:
**Sun Bean (Level )
**Spore-shroom (Level )
*Zombie Unlocks:
**MC Zom-B (Level 775)
====Synthrict 17 - Electric Avenue (801-850)====
*Plant Unlocks:
**Aloe (Level )
**Repeater (Level )
*Zombie Unlocks:
**Pianist Zombie (Level 835)
====Synthrict 18 - Beat Boulevard (851-900)====
*Plant Unlocks:
**Electric Blueberry (Level )
**Starfruit (Level )
*Zombie Unlocks:
**Landscaper Zombie (Level 875)
====Synthrict 19 - Pulse Plaza (901-950)====
*Plant Unlocks:
**Nightshade (Level )
**Iceweed (Level )
*Zombie Unlocks:
**Screen Door Zombie (Level 875)
====Synthrict 20 - Funky Oasis (951-1000)====
*Plant Unlocks:
**Grimrose (Level )
**Bloomerang (Level )
*Zombie Unlocks:
**Wild Cowboy (Level 875)
====Synthrict 21 - Disco Dome (1001-1050)====
*Plant Unlocks:
**Moonflower (Level )
*Zombie Unlocks:
**Glitter Zombie (Level 875)
===Obstacles===
Obstacles are a way of adding additional challenges that are directly related to the playing board, rather than the lawn above. 
*Boxes
**First encounter: Level 10
**Cleared through adjacent cleared pieces, or from power effects. Max of 5 layers.
**Stationary object that is not affected by gravity.
**Gnarly Variant: Max number of layers increased to 10.
*Grates
**First encounter: Level 30
**Locks pieces, preventing them from being swiped or moving. Destroyed the same way as a Box. Max of 5 layers.
**Stationary object that is not affected by gravity.
**Gnarly Variant: Max number of layers increased to 10.
*Stones
**First encounter: Level 40
**A unique type of obstacle that cannot be destroyed and does not interact with the world.
**Stationary object that is not affected by gravity.
**Gnarly Variant: Looks pretty and does that job very nicely.
*Roots
**First encounter: Level 70
**Cleared through cleared pieces on it, or from power effects. Pieces that are on roots cannot turn into powers. Max of 5 layers and can coexist with pieces.
**Stationary object that is not affected by gravity.
**Gnarly Variant: Max number of layers increased to 10.
*Skulls
**First encounter: Level 120
**Cleared through adjacent cleared pieces, or from power effects. Max of 5 layers.
**Movable object that is affected by gravity.
**Gnarly Variant: Max number of layers increased to 10.
*Ribcage
**First encounter: Level 130
**Permanent throughout the level and cannot be destroyed. Produces a new skull every 3 moves below it.
**Movable object that is affected by gravity.
**Gnarly Variant: Produces gnarly skulls and does so every 2 moves.
*TNT
**First encounter: Level 160
**Cleared through adjacent cleared pieces, or from power effects. Explodes when cleared, destroying every in a 3x3 area. Max of 5 layers.
**Stationary object that is not affected by gravity.
**Gnarly Variant: Max number of layers increased to 10.
*Goop
**First encounter: Level 200
**Cleared through adjacent cleared pieces, or from power effects. Spreads to an adjacent piece if not cleared after 3 turns, but can only spread up to 3 times. Max of 5 layers.
**Stationary object that is not affected by gravity.
**Gnarly Variant: Spreads every 2 turns, up to 6 times.
*Factory
**First encounter: Level 210
**Permanent throughout the level and cannot be destroyed. Produces new goop every 3 moves below it.
**Stationary object that is not affected by gravity.
**Gnarly Variant: Produces gnarly goop and does so every 2 moves.
*Anvil
**First encounter: Level 340
**A unique type of obstacle that cannot be destroyed and does not interact with the world. If it reaches the bottom square, it will reappear at the top.
**Movable object that is affected by gravity.
**Gnarly Variant: Looks pretty and does that job very nicely.
*Safes
**First encounter: Level 400
**Permanent throughout the level and cannot be destroyed. Generates with a color, and can be used to match other pieces with it.
**Stationary object that is not affected by gravity.
**Gnarly Variant: Looks pretty and does that job very nicely.
*Vaults
**First encounter: Level 420
**Permanent throughout the level and cannot be destroyed. Functions like a Safe, but starts off empty until a piece is matched into it, when it will adopt that piece's color.
**Stationary object that is not affected by gravity.
**Gnarly Variant: Looks pretty and does that job very nicely.
*Tombstones
**First encounter: Level 510
**Cleared through powers and is unaffected by anything else. Max of 5 layers.
**Movable object that is not affected by gravity.
**Gnarly Variant: Max number of layers increased to 10.
*Grease
**First encounter: Level 590
**Cleared through adjacent cleared pieces, or from power effects. When a piece is cleared adjacent to it, it slides in the direction of the cleared piece until it hits another Obstacle or the edge. Max of 5 layers.
**Stationary object that is not affected by gravity.
**Gnarly Variant: Max number of layers increased to 10.
*Portals
**First encounter: Level 740
**Permanent throughout the level and cannot be destroyed. Has a number of color variants. Pieces that fall into a portal of a certain color will emerge from the other matching portal of the same color.
**Stationary object that is not affected by gravity.
**Gnarly Variant: Looks pretty and does that job very nicely.
===Challenges===
Challenges are optional, well, challenges that are part of level design. They're usually oriented around the obstacles in the level, but they can also relate to things like spending sun or only having a certain number of plants on the lawn. Each level has three bodacious challenges and a number of Discoins will be added to the level rewards based on the number of challenges completed.
Challenges are all meant to be roughly the same difficulty, but the main challenge (heh heh) is trying to complete all three of them in the same level. This might seem fairly easy early on, but it gets a bit tougher once there's a bit more going on. Trust me. This game might not actually exist, but the difficulty is real. Each challenge is worth 1 Discoin and can only be completed once in a level.
==Shop==
Shop is a place where you can bring your coins to purchase exciting new items. These items range from having functional uses to just being purely cosmetic. No matter the weather, there's something for everyone in the Shop. That's the magic of capitalism.
===Currencies===
Coins can be obtained very easily. At the end of the level, you will receive 1 coin for every single piece that was popped during the level, as well as 2 coins for every obstacle removed, or otherwise dominated. Each power that was used or remains on the board after the level is completed will be worth 5 coins as well. This means that it's pretty easy to amass a large number of coins very quickly, just by playing levels. Coins can be used for a number of things, but they are all fairly basic.
Discoins can be obtained with a little more work. Discoins can only be obtained by completing challenges, so that limits them to Adventune and Shoutskirts gameplay. Discoins aren't really necessary for completing the game or anything, because all of their functionality is relegated to cosmetic items. However, those cosmetic items can be really cool, so you'll still want to pick up some. Even if you're not going out of your way to get the challenges done, you'll probably still get some Discoins to do something.
Gnarly Cups can be obtained by defeated zombies with a 1% drop chance. A Gnarly Cup can be used before playing a level of any kind to turn it into a Gnarly Level, which is more difficult. Gnarly Levels replace all of their zombies with Gnarly variants of those zombies, and all of their Obstacles with Gnarly variants of those Obstacles, both of which being more challenging. Gnarly Levels are much more difficult than regular levels, but are also far more rewarding.
PDs are a way to mark progress on a plant in a similar fashion to XP in other games. PDs are specific to certain plants and are awarded at the end of a level depending on how much the plant did, and a small portion of the PDs can be kept even if the level is lost. PDs progress through a Groovy Road for the plant which contains unique cosmetic items as well as a Resonance. Plant Resonances are special upgraded forms that can be used every so often, depending on the plant's Recovery Cycles stat. They must be planted on a regular version of the plant to work.
===Purchasable Items===
====Coins====
Boosters can be purchased with coins, and they are like special little power-ups that can be used in levels if the player gets stuck or just can't be bothered if they're replaying a level. Completing a Synthrict will reward the player with a Party Bag that contains a number of free Boosters as well just in case players really hate using their coins for good. These are the boosters featured in Party Time!:
*Whack-a-Thing: Used to instantly pop a tile of the player's choosing, except for permanent obstacles
*Rumbling Tumbles: Used to summon a bunch of Tumbleweeds which fly across the board and destroy 5 tiles at random.
*Hourglass: Used to freeze time, allowing the player to make up to 5 moves without counting for plant or zombie actions.
*Tripwire Hook: Used to activate all Powers in a 3x3 area around the selected tile without using a move.
*Magical Beret: Used to transform a piece into an Imitater, which is the strongest form of Power.
====Discoins====
Costumes can be purchased with Discoins to offer new and exciting variations for your plants. Costumes are a way to personalize your plants roster and make it really yours! That's right, , your plant collection will be special to you and you only. As well as other people who have the costume. Costumes can be randomized from as many owned costumes as you'd like, and you can pick whether you want it to pick a random costume per level played or for each plant planted to have its own random costume. Costumes come in four rarities - Common, Rare, Epic, Legendary:
*Common Costumes (25 Discoins) - Each plant has 3-4 Rare Costumes, which offer nothing beyond a visual change for the plant itself.
*Rare Costumes (50 Discoins) - Each plant has 2-3 Rare Costumes, which offer special animations as well as a visual change for the plant.
*Epic Costumes (100 Discoins) - Each plant has 1-2 Epic Costumes, which offer special visual effects (such as projectiles or just passive effects) on top of the other properties.
*Legendary Costumes (400 Discoins) - Some plants have a Legendary Costume, but only if they have 2 Epic Costumes. Legendary Costumes offer custom sounds, seed packet background, and all sorts of other things on top of the other properties.
It's difficult to calculate total Discoin cost because of the variance, but at the bare minimum buying everything for a plant costs Discoins and at most it costs Discoins. That's just for one plant. Standards have risen.
Power Skins can be purchased with Discoins. Each type of Power has three different skins, and for the sake of not having to actually come up with them (git rekt) I'm not going to list them here. Power Skins can be randomized in the same way that costumes can, and they will also add custom special effects or animations the same way that more expensive costumes do. Since they're not as plentiful, they are all high quality items. Each Power Skin does come at a cost of 100 Discoins. Since there are 6 Powers featured in the game, this means that there's a total of 18 Power Skins that can be purchased for a total of 1800 Discoins.
Sceneries can be purchased with Discoins, and they will change the entire setup of the UI and the playable board background. They're a pretty dramatic type of cosmetic, and they will only change the in-level UI. Each Scenery also comes with its own special set of background music tracks, but there's an option in the settings menu to just play the regular Synthrict music instead. Each Scenery also comes with a custom level win and level lose visual effect as well, for added value. There are a total of 5 Sceneries in the game, and they can be randomized just like everything else can. Buying a Scenery will set you back 500 Discoins, and since there's 5 of them in total buying them all sets you back 2500 Discoins.
==The Shoutskirts==
The Shoutskirts wrap around Partyville, and they're a dangerous and zombie-infested place. In the Shoutskirts, you can play randomly-generated levels of different varieties. There's more to the Shoutskirts than meets the eye, so bear with me here. Shoutskirts levels can have up to 3 challenges for Discoins, but they will not always have 3 for some variety. There are a couple of different options for Shoutskirts levels that can be chosen:
*Vanilla: Regular Party Time! gameplay with no special Spices added.
*Spiced - Tingly: Spicier Party Time! gameplay with 1 Spice added.
*Spiced - Zesty: Spicier Party Time! gameplay with 2-3 Spices added.
*Spiced - Fiery: Spicier Party Time! gameplay with 4-6 Spices added.
The length of the level can be changed to whatever the player wants, with more coins being added for longer levels as they're considered to be more difficult. In this sense, the Shoutskirts fulfills a number of different roles, where it's not only just a random level generator but also a source of more variety and gameplay for the average man, such as Creepes.
What are Spices? Spices are special traits thrown onto the levels to make them more exciting for the purposes of Shoutskirts levels. You can see the Spices before choosing to play, and if you exit out and go back in it's regenerated. Standard play is still available because it's important that if a player is stuck on a level they can still play the game, pick up coins, and work with them, but it's also important that there's some fun to be had as well. Some of the Spices make the game easier, some of them make it harder, so they sort of balance out. Each easy Spice (Mild) will take away 25% of coins earned while hard Spices (Hot) will add 25%, and neutral Spices (Bland) won't touch coins. These are the different Spices featured in Spiced levels:
*Radiant Sun (Mild) - Sun production from matches is increased by 35%.
*Crash Landing (Mild) - Plants do damage equal to 25% of their sun cost in a 3x3 area when planted.
*Slowing Snow (Mild) - Snow falls from the radical heavens, slowing all zombies down by 20%. Overridden by ice effects.
*Extra Help (Mild) - Increases the maximum number of seed slots in the level from the standard 6 slots to a raunchy 8 slots.
*Mutation (Mild) - Pieces adjacent to those that are matched have a 1% chance to turn into a random Power.
*Bouncer (Mild): Zombies take 100% longer to start spawning at the start of the level.
*Double Damage (Bland) - All damage is doubled. All of it. Plants and zombies alike. Chaos in the streets.
*Healing Winds (Bland) - Everything heals for 10% of its maximum health every second, after not taking damage for 4 seconds.
*Dark Night (Hot) - Changes the level to nighttime, which somehow stops any sun from being produced by moves. Use starting sun on Sunflowers!
*Fair Play (Hot) - Completely removes Powers from the level, meaning they can't be formed and none can be preplaced.
*Haste Vial (Hot) - All zombies have their movement speeds increased by 50%. Cannot be in the same level as Slowing Snow.
*Broken Gears (Hot) - All plants take twice as many moves to recharge their seed packets.
*Feed The Ark (Hot) - There can only be up to two copies of each plant on the lawn at any given time.
*Hardcore Mode (Hot) - One life only. If a zombie reaches your house, it's just game over entirely.
==Trivia==
*The codename for this game while it was still in development was "Pop".
*The original theming for this game was time travel, and the name was originally "Timewarped". This was changed for hopefully to the more traditional PARTY theme it has now.
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