I finally managed to beat the FINAL (World Level 3-10) boss fight in the game with a "perfect" run. Took over 100 attempts. A "perfect" run means: 1. No lawnmower loss. 2. No plant death at all. 3. No replant. 4. No power-ups. 5. Use of plant food on single plant only (in my case, the watermelon). 6. Elegant layout. 7. Have at least one plant food left. You may be asking why I am doing this... I admit that this is largely an academic exercise. As stated above, it took me a long time to get the run, in part because some random mishaps or mistiming can easily throw off the run and put you in an unwinnable position. Because there are so many random elements (many more so than any other level in the entire game), such as the random chickens and random bull charges, I don't think there is a "perfect" strategy that will work every time. The strategy shown here is doable but by no means achievable in every run. As compared to the solution posted by Appletini, my approach is a bit different in that it is a bit less risky. Appletini's solution is amazing in the fact that he was able to defend his plants even though they were so close to the front. I was unable to replicate his strategy, as I was unable to find a way to successfully defend the plants without at least one plant dying (usually when the bulls or the piano appear). Regardless, mystery solved (finally). Update #1: Just noticed that, in Appletini's screenshot, the top lawnmower may be missing... Unsure if it is just the animation blocking... Appletini, can you verify that your run is truly good?
To be clear, anything you pay coins for (plant food or powerups) is a cheat beyond the balance scope of the level. The levels are balanced around using the things you're given in the level, which includes both plants and plant food; the free plant food dropped during the levels is deliberately placed, and not at all random. Skilled players will often not need to use the free plant food, average/casual players probably will need to use it (and this is where the game's difficulty is aimed), and struggling players may find that they need to pay coins for extra plant food or powerups to dig themselves out of trouble. You can deliberately avoid using the free plant food that drops in order to impose an additional artificial challenge on yourself, but the game isn't designed or balanced around doing so. You'll notice that the screenshot was taken at the end of the level, where the surviving lawnmowers are cashed in. That's why the top one appears to be missing in a puff of smoke with a silver coin appearing above it, and why there's a spray of silver coins to the top-right of the playfield.
For Not OK Corral III level, can you beat the level without LOSING any plant? Are the planets given to you random? In the few times I tried, it is obvious that there is no strategy to know ahead which rail is best to place a plant since any optimal placement is dependent on future sequences of plants which you do not know. Also, as you only have 9 rails, will you be forced to remove a plant anyway since there are more than 9 waves of zombies?
I don't understand what you mean. You can only place the wallnuts on the railing, so all of them are mobile in this sense. Appletini, the sequence is NOT FIXED AT ALL. For the several times I reset the level (exit the game first) and then revisit it, the load outs are different. You can easily given a loadout, for example without a canon, that makes the level unwinnable. Am I missing something here? I have restarted the level (after exiting the game) over two dozen times, if you keep getting a loadout without the cannon, the level essentially becomes unwinnable. Update #1: Finally beat it without dying a single plant, even the nut. I can confirm that the loadout is NOT fixed per Appletini. In some variants, you just get the stinkbomb instead of an extra offense plant like a repeater. In some variants, you can even get a loadout without a cannon. While the first few plants are fixed, most of the remaining ones are not (through the variations themselves are fixed).
I finished the main game and have only some of the subsets of the third world to go when I get the keys. The keys in the third area seem less frequent. So far the only time I ran into a problem I was stubborn and didn't use the newest plant for the newest Zombie. My bad. I had to replay that one a couple times before I realized my ignorance. Otherwise it was very nicely balanced. I have lots of high hopes for this worldwide release and even though I am just about done will probably buy a plant or two. Not sure which as the ones I unlocked through the game are great for my style of play too. Are the Game Center achievements bugged? Some that I know I have done are just not open. Hm, many come to think of it.
Finally, I beat the entire game with a perfect run (all stars for all campaign levels and all unlockable levels, excluding endless runs). Importantly, I can confirm that each level can be beaten using only the following hardcore "restricted" strategies: 1. No lawnmower loss. 2. No offense plant loss of any kind. Only plant losses allowable are those defensive plants that are meant to die (such as iceberg, bomb, etc.) 3. No explant of any plant at any time to make more room for new plants (that is, once planted, the plant is there until the end of the level). 4. No replant / No double plant of any plant (to refresh the plant). 5. For armor, only one armor per nut per level (that is, no replant of armor). 6. For metal spike, no loss of any teeth. 7. Use of plant food on only a single plant type per level (that is, no use of plant food on multiple plant types for mix attack). 8. No plant food on sunflower (because this is essentially same as cheating to load up). 9. No IAP of any kind (plants, suns, power-ups, etc.) (VERY IMPORTANT!). 10. No spending of currency at any time to buy plant food (or power-up). 11. No use of power-ups at any time. Wherever possible, the entire plant layout should be elegant and obey symmetry. The top 10 levels that I found to be most challenging to beat with a perfect run are: 1. Wild West - Level 3-10 2. Wild West - Locked and Loaded III 3. Wild West - The Last Stand II 4. Wild West - No OK Corral III 5. Wild West - No OK Corral II 6. Wild West - Save our Seeds III 7. Pirate Sea - Save our Seeds III 8. Pirate Sea - Save our Seeds II 9. Pirate Sea - Cannon Away III 10. Egypt - Save our Seeds III Final score: 40/40 + 38/38 + 38/38 stars, 97840 coins.
Metro GameCentral's review. In Short: A great sequel to what is still probably the best Tower Defense game around, and a shining example of how to do free-to-play properly. 8/10
Mm-hmm, from experience I can say that at the moment the game is perfectly balanced (if not perhaps even a little too easy). At the very least, all the tiresome kneejerk complaints about money-grubbing and sleazy practices have proven to be completely unfounded thus far.
Update ---------------- Version 1.1.233714 (Aug 1, 2013) Support for iOS 7 New surprise at the end of Wild West! More Treasure Yeti appearances Preview the action with Attract Mode Updated and improved audio Bug fixes * Content not downloading when you opt out of cellular data download * Crashes when using accented characters in the account name * Audio does not return when a phone call interrupts gameplay * Numerous stability issues --------------- If crashed,plz disable usage sharing.(iOS 7 or others).
Hey peeps Seems the usual update prompt doesn't work for this game, probably as its a soft release. However, if you search for the game, the word 'update' appears where "launch" normally would.
Glad to see that it got an update, but I want it to be released world wide already. Hopefully this means that it will be very soon!