* AwesomeMusic:
** It's all awesome, but particularly [[http://www.youtube.com/watch?v=0N1_0SUGlDQ "Plants vs. Zombies"/"Zombies on Your Lawn"]]. And as a bonus, the composer released a [[http://www.youtube.com/watch?v=Ofd-SzGweTo Japanese version.]]
** Also [[http://www.youtube.com/watch?v=uizrOdMVJZ0 in Spanish]].
** The last stage of each lawn level, as well as the fight against Dr. Zomboss certainly qualifies.
** Also the mini-game music.
** [[http://www.youtube.com/watch?v=iC0G6WdRTZw&hd=1 Brainiac Maniac]] and [[http://www.youtube.com/watch?v=yOBnj42WACE&hd=1 The Roof]]
** From the original we have X-10 level, [[https://www.youtube.com/watch?v=qBhFPk0FKCk Ultimate Battle]].
** The whole soundtrack is available for download from [[http://laurashigihara.bandcamp.com/album/plants-vs-zombies-soundtrack Bandcamp]].
** The music in the sequel is also fantastic in its own right, especially [[https://www.youtube.com/watch?v=C5eYenrxBUI Big Wave Beach]], or [[https://www.youtube.com/watch?v=1sr8_DwSdmc the Wild West]], or [[https://www.youtube.com/watch?v=DfizY2Rww94 Pirate Seas]] even.
** In the sequel, despite hearing Dr. Zomboss's constant insane laughter throughout the boss fight, the music that plays [[https://www.youtube.com/watch?v=bRWoIXR8xLs is still rather catchy and funny]].
** If you can tolerate the kazoo, [[https://youtu.be/SQHN18Dc5MI the Dark Ages theme is actually really, really catchy.]]
* BreatherBoss: Zombot Plank Walker, Tomorrow-Tron and Zombot Tuskmaster 10000 BC are seen as this.
** For Plank Walker, the zombies he sends generally aren't that bad, and the only DemonicSpider he sends out can be easily countered thanks to Spikeweed being handed out like candy. You also have some good splash damage with Snapdragon.
** As for Tomorrow-Tron, You are given the heavily damaging Citron, some good splash with Laser Bean, and a nice defensive Infi-nut. You're also given Power Tiles, meaning even if Zomboss sends out a Gargantuar Prime or Football Zombie, Far Futures two DemonicSpiders, you can easily plant food a Citron and wipe them out. You also don't even need Plant Food to stop Zomboss's ramming attack! Blover can block Zomboss.
** The Zombot Tuskmaster 10000 BC also falls into this, mainly because it doesn't summon the more threatening zombies (Weasel Hoarder, Sloth Gargantuar) and also because you have the Chard Guard to push back the zombies. The boss also has much lower health than most of the other bosses due to being a ShieldedCoreBoss, but if you have enough plants the "shield" doesn't take long to destroy. Finally, it also comes after the ''[[ThatOneBoss very tough]]'' Zomboss Sharktronic Sub.
* BrokenBase: The second game causes some breakage - does it deserve to carry the name, or is it a dumbed-down AllegedlyFreeGame cash grab?Specifically, the mechanics of the challenge levels in the second game, where you start off with a few basic plants and can choose one of a randomly-selected three to add each level. Does it turn the game into a LuckBasedMission and reward noobs, or does it give the game more interesting replay value and reward versatile players rather than StopHavingFunGuys with ComplacentGamingSyndrome?
** The inclusion of female zombies in Big Wave Beach divide fans, but most are happy that female zombies exist now.
** Big Wave Beach Part 2. One part of the fanbase thinks that Popcap made the levels too hard by having [[DemonicSpiders overpowered zombies]] that can disable plants and/or ruin your set-ups without having any particular effective counters introduced among all the new free Plants, as well as having big waves of zombies appearing before the player likely has any chance of building a strong defense against said waves, [[AllegedlyFreeGame which might entice players to buy coins for Power-Ups or gems to boost plants.]] The other part of the fanbase feels that those people are blowing the issue out of proportion, despite a chunk of them also having the opinion that Big Wave Beach 2 is the hardest update yet.
* ComplacentGamingSyndrome: [[StopHavingFunGuy Some players]] have pointed out that many plants are not very good except for a small handful, like Gloom Shrooms, Tall-Nuts, Cob Cannons, Blovers, and a small number of others, considering the mere amount of strategies that could be used to play this. This often comes more from those who've scored over 150 flags in Survival Endless than from standard play, in which they find a specific strategy and stick with it. Averted in the NewGamePlus, where Crazy Dave will pick 3 plants at random that you have to pick (but not necessarily have to use).
* DemonicSpiders:
** ''Plants vs. Zombies'' classic:
*** Gargantuars are [[GiantMook large]], powerful zombies that can instantly kill any plant (except the [[SpikesOfDoom Spikerocks]]), are able to take a TON of damage, can survive [[OneHitKill instant-kill plants]], and can deploy a [[MiniMook small, albeit weaker zombie]] deep into your defenses. Fortunately for you, [[MightyGlacier they are kind of slow]]...
*** Giga-Gargantuars are even worse. They take significantly more to kill, and have [[RedEyesTakeWarning crazed red eyes]]. Notably, they were put into Survival: Endless because the regular ones were too easy for early play.
*** The Jack-in-the-Box Zombie can instantly destroy your defenses. ''Including'' Spikerocks, which otherwise take 9 hits from a Gargantuar or vehicle to die.
*** Zombonis. They cannot be slowed by Snow Peas and Wintermelons, nor can they be stopped by Ice-shrooms or Kernel-pults' butter. They squash all your plants in the way and they are freaking fast! To top it off, they leave an unplantable ice trail that needs to be melted with a jalapeno and said ice trail causes bobsled zombies to appear. Thankfully, [[SpikesOfDoom Spikeweed and Spikerocks]] will finish them off in [[OneHitKill one hit]] should they run over one. And the ice disappears after a short period.
*** Pole-Vault and Dolphin-Rider Zombie can be EXTREMELY infuriating. Their abilities render defensive plants like Wall-Nut and Garlic useless. Take this advice, Tall-Nut is your friend. Or just place a cheap plant in front to force them to jump.
** "I, Zombie":
*** Magnet-shrooms. They take away bucket heads, mining picks, ladders and football helmets, making many of your tougher and more expensive zombies get easily decimated. Starfruit and Threepeaters can attack other columns/rows, providing extra firepower and easily screwing up your [[FragileSpeedster imps]] should you choose to send them down a (seemingly) harmless row.
*** Kernel-pults, due to their [[LuckBasedMission random chance]] of throwing butter that stuns your zombies, can become these should the RandomNumberGod choose to be nasty and cause them to constantly chuck butter. Coupled with snow peas that slow your zombies from reaching them, and you may have a nightmare on your hands.
** ''Plants vs. Zombies 2: It's About Time'':
*** In the Egypt zone, Explorer Zombies. Not very resilient, but they can one-hit-kill your plants and can be extremely dangerous if they hide behind a more resilient zombie.
*** In the Pirate zone, Barrel Zombies. Practically impossible to destroy with peas before they flatten your whole garden, capable of one-hit-killing almost all plants (except Spikeweed and Spikerock, but Spikeweed is destroyed by a single one, and Spikerock's durability is massively nerfed compared to the first game), quite fast-moving, and when the barrel finally gets destroyed, spit out two surprisingly tough Imps. In the survival game, it's usually the end once a level starts throwing them at you in large numbers. Fortunately, a single Laser Bean will kill them before they get past the boardwalk, as the rollers themselves have low hp and the Laser Bean will penetrate the barrel without fail.
*** Gargantuar Prime. If not killed fast, their EyeBeams can lay waste to your entire garden. It got so bad that the 3.1 update nerfed the rate of fire of its EyeBeams.
**** Gargatuars in general in the sequel move faster, making them even more dangerous. Luckily, Gargantuars usually only appear on the 8th level or the Zomboss battles of each world. Gargantuar Prime, however, appears in other levels in the Far Future. It's much slower and does has an added vulnerability to the E.M.Peach, it's still not much.
*** The Sloth Gargantuar: What's more annoying than a Gargantuar throwing an imp into your defences? How about one that can throw ''up to three'', each one thrown as it loses health?
*** The Far Future in general has tons of these in addition to the above Gargantuar Prime. The Robo-Cone has obscenely high health and eats very fast, the Mecha-Football Zombie doesn't eat but pushes back plants, screwing up your layout and eliminating your back row, the Disco-tron 3000 constantly summons Jetpack Disco Zombies, and they can all withstand instant-kills more than once.
*** The Jester Zombie. It's a LightningBruiser that's considerably tougher and faster than your average zombie, being as tough as a Conehead but he moves faster. Since he's considered just a standard zombie, he can pop up from graves, which may happen behind your line of plants. But the kicker is that he's immune to projectiles, and in fact returns them, single-handedly rendering Melons effectively obsolete.
*** The Zombie King can turn any peasant zombies near him into extra-tough Knight Zombies. If not taken out quickly, he can create a huge rush of knights.
*** The Wizard Zombie turns more of your plants into useless sheep the longer it's on the screen, and often needs to be specifically targeted with one-hit-kill plants because its slow movement means that tough zombies get ahead of it and shield it from ballistic plants. They come in such large numbers that a single wave of them can easily turn an entire lawn into sheep, unless the player has a OneHitKill on hand. They also destroy any chance of a defensive strategy, as waiting for them to approach will end up turning more plants into sheep.
*** Surfer Zombies. They're very fast on water, have a good bit of health, cannot be blocked by any plant[[note]]with the exception of Infi-nut's barrier, and even then it can still destroy both infi-nut and barrier if it is blocked on the same row as the infi-nut[[/note]], and then when they get on land they plonk their surfboard on the first plant they reach (or if they are killed on land), instantly killing the plant it lands on ''and'' also creating an obstruction with a good bit of health. They can overrun your defenses easily if you let them get to land. Essentially, they combine the nastiest features of the Explorer and Tomb Raiser Zombies while also being '''fast'''.
*** Octo Zombies. Like the Wizard Zombie they can make a plant useless and eventually the whole field if not removed in time, this time by throwing an octopus to bind your plants up. Unlike wizards, Octo zombies are tougher, and their octopus (which has a good bit of health) has to be killed to render the plant usable- killing the zombie ''will not'' remove them! If they manage to bind one lane of plants in octopi including the rearmost one, it's near-impossible to get that lane unbound by killing the rearmost octopi without use of an instant or Split Pea. The worst part? ''There's no plant in your arsenal that's a reliable counter to them''.
*** Fisherman Zombies. The float at the end of a field in the ocean and have a good amount of health (almost twice that of a Conehead Zombie.) However, they can use their poles to drag plants closer to them, until they drop into the water, or they throw them off-screen when the plant is next to him (the latter only happens if one plants Lily Pads on [[CrazyPrepared the entire row]]). They also have a tendency to come with the aforementioned Octo Zombies and Surfer Zombies, meaning that you'll often be left defenseless with not enough Sun to turn the situation around. The only counter to their fishing hooks? The forcefield of a boosted Infinut. Have fun!
* EarWorm:
** "''[[http://www.youtube.com/watch?v=0N1_0SUGlDQ There's a zombie on your laaawn...]]''"
** The Disco Zombie's disco beat when he summons his backup dancers.
** In the second game, the Pianist Zombie's may be one [[GoddamnedBats annoying bastard]], but damn, [[http://www.youtube.com/watch?v=zV3CrVeHowg&feature=kp his tune]] is catchy!
** Like the Pianist Zombie, the [[http://www.youtube.com/watch?v=z_Tu-vASJ1I Disco-Tron 3000's music]] may bring grief, but it's also pretty catchy.
* FunnyAneurysmMoment: The game was released in 2009. The Dancing Zombie originally looked like Music/MichaelJackson. Six months after the game was released, the King of Pop died of cardiac arrest. [[UnfortunateImplications Whoops]]. They ended up [[OrwellianRetcon "fixing"]] [[{{Bowdlerization}} this]] in a patch.
* GameBreaker: [[GameBreaker/PlantsVsZombies Plenty.]]
* GermansLoveDavidHasselhoff:
** China has three exclusive Plants vs. Zombies games and an [[NoExportForYou exclusive area]] in Plants vs. Zombies 2: It's About Time.
* GoddamnedBats:
** ''Plants vs. Zombies'' classic:
*** The Bungee zombie drops down and randomly steals one of your plants.
*** Balloon Zombies, unless you planted a Cattail or put a Cactus in each lane. Otherwise, you have to plant a Blover every time one shows up, or it'll float right over every defense you have. They're easy to stop, but when you're trying to get enough sun for something fairly expensive, it can get REALLY frustrating to have to keep using up 100 sun to get rid of them. Strangely enough, [[ConservationOfNinjutsu a group of them tends to be less dangerous than a single one]] for this very reason.
*** In the puzzle mini-game "I, Zombie" where you play as the zombies, the snow peas and kernel-pults are these. The snow peas slow down your zombies, and the kernel-pults will [[ConfusionFu randomly]] stun them with a block of butter. Heaven help you if a kernel-pult and snow pea are in the same row, slowing and stunning your football zombie. While he's on a bed of [[SpikesOfDoom spikeweeds]].
** ''Plants Vs. Zombies 2: It's About Time'':
*** Tomb Raiser Zombies. They throw a bone which spawns a tomb on the square it lands on. The tomb not only has a lot of health, but also blocks frontal attacks and prevents you from planting anything (other than Grave Busters) on them. And they can do this up to 6 times. Thankfully, they have low health.
*** Chicken Zombies, which are spawned by the Chicken Wrangler Zombie to ZergRush your plants. In Big Bad Butte, Chicken Wrangler Zombies will sometimes spawn early in a level before you have the chance to set up your defenses to deal with them. If you have no lawnmowers and no Lightning Rods, the chickens can instantly kill you. The good news is the chickens are weaker than Imps, just one attack will take them down.
**** They're back in Frostbite caves, this time, as weasel zombies. And now they have two HP instead of the 1/4 HP that chickens have, while also having the Dodo Rider's ability to bypass ice floes.
*** In the Pirate world, the parrot starts in whatever lanes are currently open but can then fly up or down to any plant you own and begin to steal it. For a small bird, they can take ''twice as much damage as a regular zombie'', and they move ''fast''. If you can't pile on the DPS on them or hit them down with the kernel-pult's random chance of butter, say goodbye to one of your plants. Fortunately, the Blover from the Far Future can easily blow the Parrot away for good cheaply and quickly.
*** In the Wild West, we have the Pianist zombie. It has a lot of health makes the other zombies change lanes, which can be very dangerous, and can instantly crush a plant it runs over. Thankfully it's rather slow, dies to one spikeweed, and has a rather catchy tune.
*** The Far Future has the Bug Bot Imp, which moves fast, eats fast, has more health than a normal imp, and drops down in huge hordes every now and then.
*** The Shield Zombie has become this since the 3.4.4 Update. Its shield now makes it (and any zombies behind) immune to splash damage projectiles such as Winter Melon's, meaning that piercing plants, E.M.Peach or instakills are needed if you don't want them to protect other zombies behind.
*** Disco-Tron 3000 in later 4-flag levels of Terror From Tomorrow, once you've built a good defence. A huge number of them will spawn, and they'll most likely be able to summon their Jetpack Disco Zombies, each of which have a long death animation and hence stay on the screen for a good while. The sheer amount of clutter will cause the game to lag, even if they all go down quickly.
*** Hunter Zombies in Frostbite Caves. They stay in the back row and throw snowballs at your plants to freeze them (3 snowballs completely freezes them), essentially a nerfed version of the [[DemonicSpiders Octo Zombie]]. While a few fire plants can easily remedy the Hunter's freezing ability (placing fire plants in front completely negates their ability) and a boosted Infi-Nut stops them dead, they will freeze your plants faster than you can warm them up if there's too many of them.
*** Dodo-riding imps in the Frostbite Caves world. They're fast and have good health for a fast enemy, and they are the one of two types of zombie that can hop over barrier blocks, meaning that you do have to actually put some offensive plant in that row instead of filling it completely with sun-producers. The Blover can kill them when they hover while the Hurrikale will kill them if they're hovering or if they're pushed onto a Slider tile.
*** Troglobites come in pushing 3 ice blocks across the lawn, which [[OneHitKill instantly crush any plant they're pushed onto]] (including Spikerocks, which destroys any strategy of planting those too far ahead). While this is easily counterable by using a Hot Potato to melt the ice or having enough DPS to destroy the ice, it's still annoying as the ice blocks can't be planted on, and protect other zombies from most non-lobbed shots. They become potentially dangerous in Icebound Battleground, where they appear in numbers, pushing in long chains of ice blocks which limits a lot of space.
* GoodBadBugs
** In the sequel, after a zombie's head gets knocked off, sometimes the Lightning Reed's attacks will magically put the head back on just for the XRaySparks visual.
** In Survival mode in the sequel on the Android, the game's crashing can sometimes be in the player's favor, resetting a level that's otherwise hopeless. Of course, the majority of the time the crashing results in moving onto the next level without getting a between-level reward (or worse, a Game Over in Endless mode), but at least there's a possibility of an upside.
** In the sequel's versions of Survival modes, there is a way to bypass having to pay for the fourth card (which is hidden), by selecting an already revealed card, selecting the unknown card, then hitting accept on the card you had first selected. The downside to this though, is that you will not know what you have selected until the plant selection starts.
** If a Gargantuar Prime kills a Chili Bean with its EyeBeams, [[https://www.youtube.com/watch?v=-8yR6LPjNiE the Gargantuar Prime is considered to have eaten it]], and it is destroyed via gas like a normal zombie eating the bean.
** Whether it was accidental programming or an actual bug, at one point Fume-Shroom had the ability to hit not only zombies within short range in front of it, but also zombies in the rows above and below it. Suffice to say, this turned Fume-Shroom into a massive GameBreaker until this buff was eventually... fixed.
* HellIsThatNoise:
** The sound of Pop Goes The Weasel signalling a Jack-in-the-Box Zombie. It's especially frightening the first time you hear it in the [[FogOfWar Fog levels]] because [[NothingIsScarier you can't see what's making that noise]].
** The BigNO and crunching when you lose.
* HilariousInHindsight: Many people who played the first game wanted Hypno-Shroom to be able to brainwash a Gargantuar (who just smashes it) because it would be cool. In the sequel, using Plant Food on the Hypno-Shroom makes the first zombie that eats it turn into a brainwashed Gargantuar!
* ItsTheSameSoItSucks: In the sequel, the Ancient Egypt, [[{{Pirate}} Pirate Seas]], Wild West, and [[TheFuture Far Future]] bosses are all generic, but vary in difficulty. Averted with the Dark Ages boss, since it's finally a unique one.
* MemeticMutation: "We are SO the undead!"
* MostAnnoyingSound:
** Dolphin squeaks will make you rage during the Pool levels.
** "Yeeeeeee-HAAAH!" At least the Bungee Zombies are having fun annoying you.
** The sound of the Pirate Captain's Parrot zombie. Which is probably going to take away one of your plants.
** The kazoo in the Dark Ages. It sounds completely out of place in its time period and gets to your head when it loops over and over as part of the main theme.
** Any sound made by an Imp Zombie, especially in the second game where they're now common enemies.
** Dr. Zomboss' maniacal laughter can also get on your nerves.
** The music in the Frozen Caves, with near constant horns and even more kazoo-like noises. Were music instruments really ''that'' hard on the ears back then?
** The squeaking noises that the Ice Weasels make. It doesn't help that they're essentially buffed versions of the [[ZergRush Zombie Chickens]] with the capability of taking 2 normal damage shots instead of being a OneHitPointWonder.
* PortingDisaster: The sequel on the Android is prone to crashing, and certain updates rendered it completely non-functional.
* ScrappyMechanic:
** The fact there's no way to restart Survival mode in the sequel without dying. If you have lawnmowers but want to start all over again, you have to just wait for a zombie to kill you.
** Tombstones in the second game. While the Western and Pirate zones' special features result in a change of strategy and add to gameplay, the tombstones in the Ancient Egypt stage are just an obstacle forcing the player to bring the Gravebuster. But it's not until the Dark Ages stage, where the graves can pop up ''under your plants'', moving them at random and disrupting any sort of strategy that they become hated. As a bonus, zombies can then spawn from the Graves, sometimes circumventing defenses entirely.
** Low Tide in Big Wave Beach. An ambush where a whole bunch of zombies popping up anywhere beyond the tide line. Unlike gravestones in Dark Ages this cannot be circumvented, and unlike Sandstorm and Snowstorm, the zombies appear immediately instead of pausing while they're in the sandstorm. The kicker is that besides imps and normal zombies, coneheads and bucketheads can spawn too! Have fun with Bucketheads popping up on the third column behind your defences!
** The ice wind in Frostbite Caves' Endless Zones. While the ice wind isn't that bad during regular levels, it does get MUCH worse in later endless zone levels- one gust is enough to ''completely'' freeze over a non-fire plant. If you don't have enough fire plants (the only non-premium one has a terrible seed recharge time) you'll be seeing your defensive and offensive plants get frozen over and over again every time the wind comes in and taking a long time to get out of said freezing.
* {{Squick}}: Brain-controlled zombies turn around and ''eat their fellow zombies''.
* StopHavingFunGuys: Mostly more from the people who've scored over 100+ on endless survival and have used [[GameBreaker specific plants]] tend to think that everyone else should play it according to specific strategies they used.
* StopHelpingMe: Some of Crazy Dave's choices for plant are very impractical.
* ThatOneAttack:
** The Zomboss battle can be summed up in four words: WINNEBAGO ATTACK FREAKING SUCKS! Although the attack ''is'' predictable (immediately after getting back up, less than half his max hp left), there's ''absolutely nothing'' you can do to stop it from insta-killing 6 of your plants.
** In the sequel, Dr. Zomboss uses a similar attack ([[CrosshairAware in that it's just as easily predictable]]) but it gets worse. You can block Zomboss with a plant food attack (this also stuns him for a few seconds) but if you just so happen to not have plant food, he could destroy two rows of your plants and then place either a lot of zombies or a gargantuar or two for a cheap victory/lawnmower fatality (Thankfully, this attack kills the zombies in the lane as well, but only if they were there beforehand). Powerups make this fight slightly easier (perhaps EA made Popcap create these boss fights to get players to pay up for better plants and powerups...).
*** The Dark Dragon's is even worse- it does a fire breath that scorches the tiles instead, making you unable to plant on them for some time (and even instakilling any Plant-food powered up plant on it after it wears off). Thankfully he will not place any zombies on scorched tiles.
** The Gargantuar Prime's EyeBeams. Not only can the Gargantuar Prime instakill any plant in front of them, they can also incinerate any plant behind it as well! Not to mention said attack comes out very fast, targets a random plant, and if you're unlucky, the sweeping beam can take out ''more than one''.
** The Wizard Zombie's transformation beam, which turns a plant into a completely useless sheep until the Wizard is killed. They can use it multiple times if not killed in time.
** Similar to the Wizard above, the Octo Zombie's octopus throw which can also be used multiple times. Not only does it render a plant useless, the octopus also needs to be killed in order to be removed, and said octopus is pretty tough in itself.
* ThatOneLevel:
** Stage 4-10. The stage is in complete darkness in which you cannot see your plants or the incoming zombies until lightning illuminates the lawn for a few seconds. It is also a conveyor level. You'll get to unlock the Yeti Zombie the second time you play it, though.
** Same thing for level 5-5, which is where you're fighting against oncoming waves of [[GoddamnedBats bungee zombies]] relying on nothing but Chompers, Pumpkins, Flower Pots, and Cherry Bombs. Crazy Dave sums it up at the start of the level.
--->'''Crazy Dave:''' You're gonna hate this level. It's one bungee zombie after another. I hate those bungee zombies. With a passion. And a vengeance. Here come those idiots now.
** The [[HarderThanHard "Survival - Fog (Hard)"]] level. "Hard" is a MASSIVE understatement. The fog levels are among the hardest in the game to begin with, but this one takes it UpToEleven and beyond. If you pick your nighttime plants well, you can actually get fairly smoothly through the first six flags... but then the game will (as in, 100% guarantee -- it's part of the level design!) send a few [[MightyGlacier Gargantuars]] your way for flags 7 and 8, who will not hesitate to [[OhCrap flatten your entire carefully-prepared yard]] without blinking an eye. The final waves become largely a LuckBasedMission based on how many of of your plants are alive.
** "Column Like You See 'Em" and "Bobsled Bonanza" are two difficult mini-games that mostly rely on luck. The former gives you plants on a conveyor belt, and will only give you Flower Pots and Pumpkins right when the waves of Gargantuars start swarming you. The latter can ruin you by sending you several bobsled teams before you set up anything that can kill them. The former overlaps with ThatOneAchievement when [[SelfImposedChallenge attempting to beat it without using Jalapenos]].
** The "Big Bad Butte" challenge level in the Wild West zone in the second game has a nasty habit of hitting you with powerful zombie types right from the start, before you have a wide range of plants to choose from. If you aren't lucky enough to get a powerful plant or two in the random selections, you're doomed.
** Dark Ages Night 14. You not only have to face Wizard Zombies and Gargantuars, you also have to get 5000 sun with no sun-producing plants other than Sun-Beans and sun-giving graves. Normally you can use Cherry-Bombs to make the level easier, but they take a long time to recharge.
** Big Wave Beach as a whole. Nearly every new zombie type is a DemonicSpider without a decent counter, the water mechanics work almost entirely against the players, and the new plants are underwhelming. The worst part? The stage for some reason is considerably longer than every other world, with a whopping 32 stages.
* TheyChangedItNowItSucks:
** The reception to the Game of the Year Edition update which changed the Dancing Zombie (after official objections from the estate of Michael Jackson) from a blatant reference to MichaelJackson's ''Thriller'' video to a DiscoDan. Though, the new disco zombie is at least amusing, and makes for a clever VisualPun regarding [[DeaderThanDisco disco being... well, dead]].
** The sequel being free-to-play and having certain features require payment. Creator/ElectronicArts, perhaps the king of this practice, publishing the game certainly doesn't help.
** Then the December 2013 update for the second game ended the need to use keys to access certain levels, which pissed off all the people who'd used real money to buy keys.
** And the February 2014 update made things even worse, with the change to having lost lawnmowers in the challenge levels disappear permanently unless you bought them back leading to accusations of "AllegedlyFreeGame!"
* UglyCute: The zombies, especially the Mermaid Imps.
* WhatAnIdiot: Being mindless automatons, many of the zombies count. However, the Jack-in-the-Box zombies take the cake by stupidly winding up bombs in their hands and then being surprised when they blow themselves up.
** In a similar fashion, there is an Imp that shows up just before a King Zombie to announce his arrival with a trumpet... and then gets squashed by said King.
* TheWoobie:
** The Wall-Nut starts off looking more than happy to protect the lives of its planter and comrades, but when the zombies begin to devour him and his smile slowly disappears, you can't help but feel sorry for him.
** A single tear begins to stream down Tall-Nut's face when he gets near the end of his health. Apparently the game's composer and a few beta testers would protect Tall-Nut with a Pumpkin because the tear made them feel bad for poor Tall-Nut. Although the Tall-Nut tear is more of a manly tear.
** The Garlic starts off looking happy and care-free, but when he's near the end of his health, he gets big tear-filled eyes...
** Just about every Defensive Plant getting chewed up is pretty heart-breaking for that matter. The Sweet Potato doesn't cry, but she does get a very hopeless look on her face.
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