mixels
Imageedit 2 4364511355 This article is about something that was cut or scrapped

This article contains information about an unreleased subject that has partial information available - despite not being officially released - and may contain speculation ahead.

Unused elements of  in action, such as a "Victory" button and unlimited .

Unused elements of Calling All Mixels in action, such as a "Victory" button and unlimited Cubits.

In video game development, unused content refers to features, assets, or ideas that were created during development but removed before the final release. Some of these elements may have been altered or hidden, but they can still be observed in early promotional materials or within the game's source code. Others were either removed entirely or never advanced beyond the conceptual phase, typically confirmed through developer statements or early game illustrations.

This page documents all known instances of unused content found in Mixels games.

For the LEGO equivalent, see Prototypes. For the Cartoon Network equivalent, see Concept Art.

Calling All Mixels

Early Rescue Popups

These were earlier versions of the popups that appear after saving a Mixel. Interestingly, Vulk appears here in his prototype colors.

Early Loading Screen

Instead of a rotating Cubit, the game was originally planned to have a static loading text with a Nixel beside it, centered on a monochromatic background. The Nixel-themed design implies this may have been an early iteration of the outpost defense loading screen.

Early Outpost Defense Popups

Unused Comic Panels

Within the game files, there are indications that the game was originally intended to include more comic panels than those that made it into the final release. Two of these unused panels are referenced in string entries:

Comic_Panel_Tutorial3_01 = We need a Collector to gather smaller Cubits from that Rainbow Cubit. Lets mix one up!
Comic_Panel_Tutorial3_05 = Find even more MIXES. However lookout for MURPS!

A few more can also be found among unused sprites; these include:

Unused Voiceover Toggle Button

In the settings menu, there was intended to be an option to toggle Mixels' voices on and off. Two assets were created for this feature, but it has been scrapped, likely because the game only contained short voice clips, which were ultimately categorized as sound effects.

Although unused, the feature still has a variable name present in the options menu code.

	[SerializeField]
	private EasyButton _btnBack;

	[SerializeField]
	private EasyButton _btnToggleSound;

	[SerializeField]
	private EasyButton _btnToggleMusic;

	[SerializeField]
	private EasyButton _btnToggleVoiceover; // Here!

	[SerializeField]
	private EasyButton _btnLanguage;

	[SerializeField]
	private EasyButton _btnPlayerSettings;

	[SerializeField]
	private EasyButton _btnResetProfile;

	[SerializeField]
	private GameObject _playerSettingsPanel;

	[SerializeField]
	private GameObject _changeLanguagePanel;

Scrapped Flag Icons

GUI Flag

In the settings menu, localization options were originally intended to be represented by flags rather than plain text. The flags chosen for each language were as follows:

Unused Mission Text

The game originally had different messages for mission completion or failure. Since the code for it wasn't structured to support translation, it's likely these messages were intended for debugging purposes.

	private void OnMissionCompleted(Mission mission)
	{
		base.gameObject.SetActive(true);
		this._success = true;
		this._title.text = "Mission Completed";
		this._message.text = "You have successfully completed the mission. Grats!";
	}

	private void OnMissionFailed(Mission mission)
	{
		base.gameObject.SetActive(true);
		this._success = false;
		this._title.text = "Mission Failed";
		this._message.text = "You have failed to complete the mission. Boo!";
	}

Unused "VICTORY!" Button

In some of the game's promotional materials[1][2], a button labeled "VICTORY!" can be seen. According to the game's code, this button was designed solely for debugging purposes:

		if (!string.IsNullOrEmpty(serverType) && serverType.Equals("dev"))
		{
			GameObject winBtn = GameObject.Find("WinButton");
			if (winBtn != null)
			{
				winBtn.transform.GetChild(0).gameObject.SetActive(true);
				winBtn.GetComponentInChildren<EasyButton>().OnClick = delegate(GameObject x)
				{
					Mission.Instance.AutoWin();
				};
			}
		}

When activated, It would allow the player to instantly win the level and unlock any available Mixels. The corresponding code is shown here:

	public void AutoWin()
	{
		string serverType = NativeBridge.GetServerType();
		if (!string.IsNullOrEmpty(serverType) && serverType.Equals("dev"))
		{
			this._completed = true;
			Messenger<Mission>.Invoke("missionCompletedMessage", this);
			for (int i = 0; i < this._missionObjectives.Length; i++)
			{
				if (this._missionObjectives[i] is RescueMixels)
				{
					CharacterId rescue = (this._missionObjectives[i] as RescueMixels).GetUnlockedMixel();
					if (rescue != CharacterId.Invalid && SingletonBehaviour<UserInfo>.instance.Data.PlayerMixels.Find((MixelData x) => x.CharID == rescue) == null)
					{
						this._missionObjectives[i].Completed = true;
						SingletonBehaviour<UserInfo>.instance.UnlockMixel(rescue);
					}
				}
			}
		}
	}

Unused "Menu" Buttons

Screenshot 2025.04.26 15.41.36.687

In the "Menu" (also referred to as "CN Menu" in the game's code), there are several unused buttons, including:

public void UnlockAll(bool unlockWave2 = true, bool unlockWave3 = true)
{
	this.Data.PlayerMixels = new List<MixelData>();
	int num;
	if (!unlockWave2 && !unlockWave3)
	{
		num = 12;
	}
	else if (unlockWave2 && !unlockWave3)
	{
		num = 43;
	}
	else
	{
		num = 60;
	}
	for (int i = 0; i < num; i++)
	{
		if (i != 3 && i != 4 && i != 5 && (i < 12 || i > 25) && (i != 28 && i != 33 && (i < 37 || i > 42)) && i != 46 && i != 50 && i < 54)
		{
			this.UnlockMixel((CharacterId)i);
		}
	}
	foreach (MixelData mixelData in this.Data.PlayerMixels)
	{
		mixelData.Level = 30;
	}
	this.Data.Roster = new List<CharacterId>();
	this.Data.Roster.Add(CharacterId.Flain);
	this.Data.Roster.Add(CharacterId.Krader);
	this.Data.Roster.Add(CharacterId.Teslo);
	foreach (MixingLabIngredientResultData mixingLabIngredientResultData in MixingLabIngredientTableDB.Instance.MixingLabResults)
	{
		this.UnlockMixingLabRecipe(mixingLabIngredientResultData.Ingredient1, mixingLabIngredientResultData.Ingredient2);
	}
	this.Data.UnlockedMixes.Add(CharacterId.Inf_Max);
	this.Data.UnlockedMixes.Add(CharacterId.Crag_Max);
	this.Data.UnlockedMixes.Add(CharacterId.Elec_Max);
	this.Data.UnlockedMixes.Add(CharacterId.Mix_Krader_Volectro);
	this.Data.UnlockedMixes.Add(CharacterId.Mix_Flain_Seismo);
	this.Data.UnlockedMixes.Add(CharacterId.Mix_Shuff_Zorch);
	this.Data.UnlockedMixes.Add(CharacterId.Mix_Zaptor_Vulk);
	this.Data.UnlockedMixes.Add(CharacterId.Mix_Zorch_Teslo);
	this.Data.LevelAccess.Infernites = 100;
	this.Data.LevelAccess.Cragsters = 100;
	this.Data.LevelAccess.Electroids = 100;
	if (unlockWave2)
	{
		this.Data.UnlockedMixes.Add(CharacterId.Frost_Max);
		this.Data.UnlockedMixes.Add(CharacterId.Flex_Max);
		this.Data.UnlockedMixes.Add(CharacterId.Fang_Max);
		this.Data.UnlockedMixes.Add(CharacterId.Mix_Flurr_Chomly);
		this.Data.UnlockedMixes.Add(CharacterId.Mix_Flurr_Kraw);
		this.Data.UnlockedMixes.Add(CharacterId.Mix_Gobba_Tentro);
		this.Data.UnlockedMixes.Add(CharacterId.Mix_Slumbo_Jawg);
		this.Data.UnlockedMixes.Add(CharacterId.Mix_Lunk_Balk);
		this.Data.LevelAccess.Flexers = 100;
		this.Data.LevelAccess.Frosticons = 100;
		this.Data.LevelAccess.Fanggang = 100;
	}
	if (unlockWave3)
	{
		this.Data.UnlockedMixes.Add(CharacterId.Glorp_Max);
		this.Data.UnlockedMixes.Add(CharacterId.Spikel_Max);
		this.Data.UnlockedMixes.Add(CharacterId.Wiz_Max);
		this.Data.UnlockedMixes.Add(CharacterId.Mix_Glomp_Mesmo);
		this.Data.UnlockedMixes.Add(CharacterId.Mix_Footi_Mesmo);
		this.Data.UnlockedMixes.Add(CharacterId.Mix_Glurt_Wizwuz);
		this.Data.UnlockedMixes.Add(CharacterId.Mix_Torts_Scorpi);
		this.Data.UnlockedMixes.Add(CharacterId.Mix_Hoogi_Magnifo);
		this.Data.LevelAccess.Glorpcorp = 100;
		this.Data.LevelAccess.Spikel = 100;
		this.Data.LevelAccess.Wiztastics = 100;
	}
	this.Data.Ingredients = new List<UserIngredientData>();
	foreach (IngredientsDB.IngredientData ingredientData in IngredientsDB.Instance.Ingredients)
	{
		this.AddIngredientToInventory(ingredientData.Type, 100);
	}
	this.Data.TutorialCompleted = true;
	OutpostProgressModel outpostProgress = this.GetOutpostProgress(OutpostType.INFERNITES_OUTPOST);
	outpostProgress.MissionCompleted = true;
	outpostProgress.UpgradeExtractorLevel();
	this.TutorialOutpostMissionCompleted = true;
	this.TutorialOutpostBuildPart2Completed = true;
	this.TutorialMixMixelsCompleted = true;
	this.TutorialOutpostWaveCompleted = true;
	this.TutorialWorldMapCompleted = true;
	this.TutorialCollectCubitsCompleted = true;
	this.TutorialSubMenuCompleted = true;
	this.TutorialFirstRealWaveCompleted = true;
	this.Data.Cubits = 1000000;
	int count = MapDB.Instance.Maps.Count;
	for (int j = 0; j < count; j++)
	{
		if (MapDB.Instance.Maps[j].MapDataType == RegionType.INFERNITES || MapDB.Instance.Maps[j].MapDataType == RegionType.CRAGSTERS || MapDB.Instance.Maps[j].MapDataType == RegionType.ELECTROID || ((MapDB.Instance.Maps[j].MapDataType == RegionType.FLEXERS || MapDB.Instance.Maps[j].MapDataType == RegionType.FANGGANG || MapDB.Instance.Maps[j].MapDataType == RegionType.FROSTICONS) && unlockWave2) || ((MapDB.Instance.Maps[j].MapDataType == RegionType.GLORPCORP || MapDB.Instance.Maps[j].MapDataType == RegionType.SPIKEL || MapDB.Instance.Maps[j].MapDataType == RegionType.WIZTASTICS) && unlockWave3))
		{
			this.SaveUnlockedDifficultyData(MapDB.Instance.Maps[j].MapFileName, MissionDifficultyManager.MAX_DIFFICULTY);
		}
	}
	foreach (ExtraData extraData in ExtrasDB.Instance.Extras)
	{
		this.UnlockExtra(extraData);
		if (extraData.Type == ExtraType.INSTRUCTIONS)
		{
			this.UnlockExtraAllPages(extraData);
		}
	}
}

Unused Debug Menu

In the game files, there’s a hidden level (or "scene" in Unity terms) that was only accessible to developers. It was created to test playable entities like Mixels, Mixes, and Maxes. The scene includes several buttons to assist with testing, such as:

Unused Cutscenes

In the game files, four unused cutscenes can be found, all of them are Mix transitions. Based on their string entries, they appear to have been intended as part of the game’s extras.

CUTSCENE_MIX_1 = Mix 1
CUTSCENE_MIX_2 = Mix 2
CUTSCENE_MIX_3 = Mix 3
CUTSCENE_MIX_4 = Mix 4

There is also evidence that 'upset' cutscenes were planned for the four Mixels who never received them: Vulk, Zorch, Teslo, and Volectro. However, no video files have been found, suggesting the animations were never completed.

CUTSCENE_TESLO_UPSET = Teslo Is Upset
CUTSCENE_VOLECTRO_UPSET = Volectro Is Upset
CUTSCENE_VULK_UPSET = Vulk Is Upset
CUTSCENE_ZORCH_UPSET = Zorch Is Upset

In addition to the "upset" cutscenes, there's another cutscene titled "Cubit Rewards" in the string entries. However, there's no video or any hint of what the cutscene might have shown, and the title is too vague to interpret.

CUTSCENE_CUBIT_REWARDS = Cubit Rewards

Unused Levels

Among the game’s string entries, there are 23 unused quest names and descriptions that were planned for the initial three lands. The reasons for their removal are unknown. While many of these unused quests appear to feature unique objectives, a few are similar to quests that already existed in the game’s first version or were later reused for quests introduced in subsequent updates.

Quest Title Location Quest Overview
Spawners Everywhere! Infernite Land (Quest #1) Oh, no! Nixel spawners are popping up all over the place. Stop those Nixels now!
Race Against Time Collect all the gifts along the path, but make it quick!
Save the Castaway Infernite Land (Quest #2) You need to get to the island and save your friend! But how? There must be a secret passage somewhere….
Some Likes It Hot The Infernites are feeling a bit chilly--it's almost down to 200 degrees! Turn on some Lava Plants and warm things up.
Go with the Flow Infernite Land (Quest #3) What's a garden without a lovely lava flow? Reset the switches to turn Lava Falls back on.
The Floor Is Made of Lava The volcanoes are acting up! Infernites love lava, but not if it burns up their lunch. Reach the garden without letting the lava touch your picnic food.
Tourist Distraction Infernite Land (Quest #4) Check out all the hottest tourist spots in town.
No Place Like Home A no-good Nixel stole the key to your house! Catch him before he gets in and steals your Buttermeleon collection!
Deserted Island Cragster Land (Quest #1) A gift has been placed on an island that you can't reach. Activate switches to build the pillars and gain access to your reward.
What's Yours Is Mine That runaway mine cart is filled with treasure! Use elements in the map to stop the cart and grab the goodies.
%CRAGSTER_AREA2_QUEST1_TITLE_% Cragster Land (Quest #2) %CRAGSTER_AREA2_QUEST1_DESC_%
For Your Health Collect rock leaves and take them to the mayor's house to heal him.
Ready Ore Not Cragster Land (Quest #3) Collect enough pieces of valuable ore to buy new sneakersandals.
Having a Ball Cragster Land (Quest #4) Find the rock ball and bring it back to the rock ball field in time for the next game.
You Take the High Road Reach the destination before the Nixel does, but use a different path.
The Great Hexaglass Game Electroid Land (Quest #1) Nixels put something on the hexaglass field, and you need to fetch it. But don't get lost in that crazy maze!
Dancing Machine Whoa! Where did the dance floor go? You need to raise it and activate it so you can dance all night!
You Shall Not Pass Electroid Land (Quest #2) Major Nixel is blocking the path to the dance floor. Defeat him so you can show off your new dance moves.
In the Spotlight Turn on the correct lights to illuminate the dance floor.
Special Delivery Electroid Land (Quest #3) Get the lightbulb, the circuit and the antenna, and use them to build a server.
Major Hassle Turn off all the windmill and lights to make Major Nixel come out.
Not So Secret Party Electroid Land (Quest #4) Legend says there's a Secret Dance Party hidden somewhere around here. Open all the doors until you find it!
Nixel Error Nixels are trying to shut down the electroputer. Don't let them do it!

Unused Ingredients Menu

Collectible items, such as the ceramic figurines, were intended to have their own dedicated in-game menu, displaying their names and descriptions, similar to how Cubit Defense Towers and Cubit Collectors appear in the "Recipes" menu.

Item names and descriptions can still be found in string entries and are as follows:

INFERNITE_COMMON = Fire Sprinkler
INFERNITE_UNCOMMON = Spicy Coconapple
INFERNITE_RARE = Ceramic Dragocat
INFERNITE_COMMON_DESC = Perfect for fertilizing plants that thrive on fire.
INFERNITE_UNCOMMON_DESC = A delicious treat, if you don't mind a flaming tongue.
INFERNITE_RARE_DESC = A rare collectible, it mixes a dragon with a cat. 
CRAGSTER_COMMON = Roller Slate
CRAGSTER_UNCOMMON = Rockytop
CRAGSTER_RARE = Ceramic Bunnyram
CRAGSTER_COMMON_DESC = Fast, fun footwear with wheels made of rock.
CRAGSTER_UNCOMMON_DESC = A portable computer that's 100 pounds of solid stone.
CRAGSTER_RARE_DESC = A rare collectible, it mixes a ram with a bunny.
ELECTROID_COMMON = Neon Noodle
ELECTROID_UNCOMMON = Kaboombox
ELECTROID_RARE = Ceramic Beel
ELECTROID_COMMON_DESC = A noodly, doodly sign that lights up the night.
ELECTROID_UNCOMMON_DESC = Crank up the tunes and electrify your ears!
ELECTROID_RARE_DESC = A rare collectible, it mixes a bee with an eel.

Unused Age Confirmation Popup

The game includes string entries, a script, and an almost empty Unity scene for an "Ask For Age" popup.

AGEGATE_TITLE = HOW OLD ARE YOU?
AGEGATE_BUTTON = CONFIRM
MAIN_AGEGATE_TITLE = Please Select Your Age
MAIN_AGEGATE_EXPLANATION_TITLE = Content
MAIN_AGEGATE_EXPLANATION_MESSAGE = This is why there is restricted content.
ASK_AGE_DESCRIPTION = Please select your age:
ASK_AGE_CONFIRM = CONFIRM
ask_age_error = [FF0000]The age you entered is invalid
AGEGATE_WARNING_TITLE = CUBITS
AGEGATE_WARNING_CONTENT_ios = Buying Cubits costs real money and will charge your iTunes account.
AGEGATE_WARNING_CONTENT_android = Buying Cubits costs real money and will charge your Google Play account.
AGEGATE_WARNING_CONTENT_amazon = Buying Cubits costs real money and will charge your Amazon account.
AGEGATE_EXPLANATION_TITLE = PERSONALIZED CONTENT
AGEGATE_EXPLANATION_DESC = Due to your age, you'll have a personalized experience without in-app purchases and promotional content.

Achievements and Leaderboards

Unused Series 2 and Series 3 Outposts Achievements

Among achievement string entries are two unused achievements intended for building Series 2 and Series 3 Cubit Collectors, suggesting that outpost defense sections for the remaining playable tribes were considered at some point.

ACHIEVEMENT_049MIXALLSERIES2TOWERS_TITLE = %ACHIEVEMENT_049MIXALLSERIES2TOWERS_TITLE_%
ACHIEVEMENT_049MIXALLSERIES2TOWERS_DESC =  Mix all Series 3 towers
ACHIEVEMENT_051MIXALLSERIES3TOWERS_TITLE = %ACHIEVEMENT_051MIXALLSERIES3TOWERS_TITLE_%
ACHIEVEMENT_051MIXALLSERIES3TOWERS_DESC =  Mix all Series 3 towers

An existing achievement, "Base Defender", was also planned to be updated to require building six Cubit Collectors instead of three. However, this update was never implemented, as Series 2 outposts, let alone Series 3, were never developed.

ACHIEVEMENT_029DEF6BASES_TITLE = Base Defender
ACHIEVEMENT_029DEF6BASES_DESC = Defend 6 different Bases

Unused Leaderboards

There are four unused leaderboards, each tracking how many quests the player has completed at a specific difficulty. They were likely scrapped because quests are finite, unlike other leaderboards that can be continuously progressed.

LEADERBOARD_005EASYQUESTS_TITLE = Successful Easy Peasy Quests
LEADERBOARD_005EASYQUESTS_UNIT1 = Quests
LEADERBOARD_006MEDIUMQUESTS_TITLE = Successful Challenging Quests
LEADERBOARD_006MEDIUMQUESTS_UNIT1 = Quests
LEADERBOARD_007HARDQUESTS_TITLE = Successful Super Tough Quests
LEADERBOARD_007HARDQUESTS_UNIT1 = Quests
LEADERBOARD_008VHARDQUESTS_TITLE = Successful Extreme Chaos Quests
LEADERBOARD_008VHARDQUESTS_UNIT1 = Quests

Early Achievement Requirements

Some achievements had more demanding and/or differently worded requirements during early development, suggesting they were later adjusted to be easier, with the exception of “It’s Your Birthday!”, which was actually made slightly more difficult.

Achievement Early Version Final Version
Crazy Collector Collect 30 Surprise Boxes in a single Collect-a-thon Collect 10 collectibles in a single Collect-a-thon Quest
Power-less Complete 25 combats in Super Tough or Extreme Chaos difficulty without any Power Complete 25 medium or harder combats without using any powers
King of Quests Find a total of 500 items in Surprise Boxes Find a total 120 Quest Items
Rapid Fire Defeat 15 Nixels in less than 5 seconds Defeat 10 Nixels in less than 5 seconds
It's Your Birthday! Open a total of 500 Surprise Boxes Open 750 Surprise Boxes during quests
Lump Sum Collect more than 250 Cubits from a single Collector visit Collect more than 50 Cubits from a single Collector visit
Mr. Moneybags Earn and collect a total of 1000 Cubits Collect a total of 750 Cubits

Unused Outpost Notification Assets for Series 2 & 3 Lands

Similar to the level selection menus in the Series 1 lands, the other lands were also intended to have notifications informing the player when Cubits could be collected from Cubit Collectors or when Nixels had attacked the outpost. Like some unused achievements, this suggests that Series 2 and 3 outposts may have been planned for the game. However, unlike the Series 1 assets, there is no big Rainbow Cubit asset to indicate an outpost being unlocked.

Unused UI Assets

The game contains several leftover UI elements that were ultimately unused, most notably:

Unused 3D Assets and Textures

Alternative Glorp Corp Soundtrack

In a preview for update 3.0.0[2], the footage features an alternate version of Glorp Corp Land's exploration theme, different from the one used in the final game.

Early Game Illustrations

These images showcase early visual concepts from the game's development. While it's unclear whether these designs were ever fully implemented into a playable build, some assets did make it into the final release. Notable details include:

Early Concept Art

These are early concept art that were created during the game's pre-production phase. Given their developmental stage, most were likely never implemented in a playable build.

Mixels Rush

Early Game Title: "Mixels Quest"

When inspecting the game’s pseudocode, four different functions refer to the project as “Mixels Quest,” suggesting it may have been either the original title or a placeholder. The name appears to come from the folder path used by either the game designer, Gustavo Bazerque[5][6], or the programmer, Gustavo Furini[6]: "/Users/gustavo/Dev/mixels-quest/". This implies that "Mixels Quest" may have been an early working title before the developers settled on "Mixels Rush".

thunk_FUN_00308f78(&DAT_00365777,s_/Users/gustavo/Dev/mixels-quest/_0036577c,0x20,
                     s_this_!=_nullptr_003657c2);
                     
  thunk_FUN_00308f78(s_getMember_00363781,s_/Users/gustavo/Dev/mixels-quest/_0036378b,0x6c,
                     s_member_003637c3);
                     
thunk_FUN_00308f78(s_getMemberbyName_00365767,s_/Users/gustavo/Dev/mixels-quest/_0036378b,0x8 9,

  thunk_FUN_00308f78(s_LevelBuilder_003646a4,s_/Users/gustavo/Dev/mixels-quest/_003646b1,0x2b,
                     &DAT_003646f3);

Placeholder Characters

In addition to the other Mixels assets, there are three character assets featuring yellow, purple, and green characters. These colors suggest they represent members of the Weldo, Muncho, and Glorp Corp tribes, respectively. Each of these assets was associated with three character entries (those being constructor1?, constructor2?, constructor3?, mooncho1?, mooncho2?, mooncho3?, GlorpCorp1?, GlorpCorp2?, GlorpCorp3?), indicating that they were early placeholders for Series 6 Mixels.

Unused Floor Assets

Earlier versions of the floor assets exist and while they weren’t used in the final game, they are still utilized in the level editor, "Tiled", for level design.

Early Levels

Several unused level files exist in the game data. When restored through modding, they show minor tile differences from existing levels, with the most noticeable change being the objectives required to earn stars.

Unused Level Properties

Levels in Mixels Rush were created with "Tiled Map Editor", and inside the game’s .tmx files there are a few variables that were never used:

<property name="FirstLoseActions" value=""/>
<property name="FirstLoseObject" value=""/>
<property name="FirstLoseObjectType" value=""/>
<property name="FirstLoseValue" value=""/>
<property name="SecondLoseActions" value=""/>
<property name="SecondLoseObject" value=""/>
<property name="SecondLoseObjectType" value=""/>
<property name="SecondLoseValue" value=""/>
<property name="ThirdLoseActions" value=""/>
<property name="ThirdLoseObject" value=""/>
<property name="ThirdLoseObjectType" value=""/>
<property name="ThirdLoseValue" value=""/>
<property name="inventory" value=""/>
<property name="replaceWithShoes" value="0"/>

Unused Star Objectives

UnusedStarObjectives

Several objectives were originally planned for inclusion in the game but were ultimately unused. These include:

Unused Items

Aside from the Hamlogna Sandwich item, which is only seen in early game illustrations, it appears that additional items were once planned for the game.

One unused item is named "Hammer". It's unknown whether this is the same as the Hamlogna Sandwich or a separate item, but unused data suggests it temporarily multiplies a specific stat based on the following values:

[Hammer1]
multiplier = 2
duration = 10
lwfMovie = hammer_item

[Hammer2]
multiplier = 2.5
duration = 15
lwfMovie = hammer_item

[Hammer3]
multiplier = 3
duration = 15
lwfMovie = hammer_item

In the animation files, this item appears to reuse the sprites of the remote controls seen in-game, although this is uncertain. The remote controls already have their own distinct stats defined in the game files. Even if the two are the same item, the remote activates instantly and does not multiply any values, suggesting this may have been an early version of the remote controls or an item that was later replaced by them.

_hammer__bitmaps_control
_hammer__bitmaps_controlWhite
_hammer__bitmaps_electray
_hammer__bitmaps_electric_control.png
_hammer__bitmaps_electric_control_white.png
_hammer__bitmaps_ray_electric.png

Another unused item referenced in the animation files is known as "Nixel Spray". Its exact function is unknown, but based on the name, it can be assumed that it has a negative effect on Nixels.

_nixel_spray__bitmaps_spray.png
_nixel_spray__bitmaps_spray_fx.png
_nixel_spray__bitmaps_spray_particle.png
_nixel_spray__bitmaps_spray_white.png
_nixel_spray_spray
_nixel_spray_spray_fx
_nixel_spray_spray_particle
_nixel_spray_spray_white

Unused Animator Editor

Graphics and strings exist, hinting at the existence of an animation editor. The editor is non-functional but enabled by default.

Unused Cutscenes

The Series 6 update cutscene was meant to be 2 pages instead of 1. The first page would've the same as the final page, but with every character's arms down.

Another unused cutscene found in storyboards would've been featured the appearance a silhouette of King Nixel.

Unused Album Asset

It features:

Unused Explosion Effect

This unused visual effect features multicolored LEGO pieces. While similar to the loading screen's explosion effect, it differs by displaying the pieces in full color rather than as silhouettes.

Unused Dribbal's Slime

Similar to Slusho, Dribbal was supposed to have slime in his animations, but it was cut for unknown reasons.

Unused Sound Effects

Within the game files, a few unused sound effects can be found, some of which exist only in the files of earlier versions. These include:

Early Achievements and Leaderboard Icons

MixelsRush

Along with an early version of the main menu, there are also early icons for achievements and leaderboards (meant for the iOS version). Notable differences include:

The early version of the logo featured purple in the place of green, along with some extra shading details.

Early Game Illustrations

These images showcase early visual concepts from the game's development. While it's unclear whether these designs were ever fully implemented into a playable build, some assets did make it into the final release. Notable details include:

Mixels.com

Unused Mixes

Wizwuz was originally intended to Mix/Murp with three Mixels: Torts, Footi, and Scorpi. The first two mixes were fully developed. However, due to a typo in the code where Wizwuz was assigned the name 'WizWuz' instead of "Wizwuz", the mixes failed to recognize him as a valid character. As a result, he became the only Mixel on the website without a Mix.

			<!-- Lines 269 to 274 -->
			
			<mixel name="WizWuz" asset="tools/media/wizwuz.swf" nameAsset="tools/img/mixelNames/WIZWUZ.png" iconAsset="tools/img/mixelIcons/wizwuz.png">
				  <mixelDescription descrip="Whether burping magic spells or hanging around, this goofy assistant loves to perform." />
				  <availCubit type="purple_green" />
				  <availCubit type="purple_tan" />				  
				  <videoAsset thumb="tools/tempVideo/Wizwuz_320x184.png" videoURL="tools/tempVideo/Wizwuz_640x360.f4v" />  
				</mixel>
				
			 <!-- Lines 621 to 624 -->
			 
			 <mixSet id="pg_4" mix="WizwuzTorts" asset="tools/media/mix_wizwuz_torts.swf" >
				<compatMixel name="Wizwuz"  iconAsset="tools/img/mixelIcons/wizwuz.png" />
			 	<compatMixel name="Torts"  iconAsset="tools/img/mixelIcons/torts.png" />
			 </mixSet>
			 
			 <!-- Lines 645 to 648 -->
			 
			 <mixSet id="pt_4" mix="WizwuzFooti" asset="tools/media/mix_wizwuz_footi.swf" >
				<compatMixel name="Wizwuz"  iconAsset="tools/img/mixelIcons/wizwuz.png" />
			 	<compatMixel name="Footi"  iconAsset="tools/img/mixelIcons/footi.png" />
			 </mixSet>

In addition to the Wizwuz and Scorpi Mix, there was another fully scrapped Mix (or Murp) planned between Zorch and Slumbo. However, when attempting to open the files for either of these mixes, you are greeted with the text "THIS MIX TBD PLACEHOLDER".

Unused Character Back Views

Some Mixels have back view assets that go unused in the website, and their intended purpose remains unknown. Characters with these unused assets include Seismo, Lunk, Kraw, Balk, the Spikels, Mesmo, and Wizwuz.

Unused Infernites Max Activity Assets

In the Infernites Land section, where users would search for the Infernites Cubit behind Fire Flowers near the lava tub, there are four unused image files. These include a Nixel image taken from the episode "Nixels", a Coconapple, a Cookironi, and an ice cream. It's speculated that these were originally intended to appear when the player selects the wrong Fire Flowers.

Unused Cookies Popup

The website has unused assets and code for a popup that thanks the user for accepting cookies. It's fully functional, but the code remains commented out, perhaps because some parts were incomplete, like the absence of a popup that asks you to accept cookies in the first place, which might not have been implemented due to its unnecessity.

Here's the code for it, which, if uncommented and used, would make the popup appear:

		<!-- COMMENT COOKIE WARNING NODE OUT IF NO COOKIE WARNING IS NEEDED. WARNING WILL NOT SHOW IF THIS NODE NOT FOUND 
		 <cookieWarning thankyouTxt="Thank you for accepting our cookies" actionTxt="You can now hide this message or find out more about cookies" hideBtn="Hide this message" infoBtn="I want more information" infoURL="http://eucookies.turner.com/"  window="_blank"/>-->

Leftover Assets from Previous Flash Games

Since the minigames are reskins of existing Cartoon Network Flash games, some leftover assets from the originals were carried over.

Early Online Minigames Illustrations

These early visual concepts were created for the online minigames, though there's no confirmation they were ever made into a functional product.

Mix Your Neighbor

Unused Weldos Tribe Assets

Similar to the other Series 6 tribes, the Weldos were intended to appear in the game but were ultimately cut for unknown reasons.

Although the developers never created a level featuring them, they are already implemented in the game, fully functional, and can be easily added through modding. Their piece IDs are listed below:

pieces:
  # Series 6
  weldos:       [41545, 41546, 41547]
  'glorp-corp': [41548, 41549, 41550]
  munchos:      [41551, 41552, 41553]

Sources and References