These are like Pixel balls, except they can't be moved around, and detonate rather more violently.
<ball name="PixelProduct" shape="rectangle,32,32" walkforce="500" mass="30" towermass="3.0" strands="2" walkspeed="0.1" climbspeed="2.0" speedvariance="0.2" detachable="false" blinkcolor="0,0,0" jump="0.0,0.3" burntime="2.0" detonateforce="500" detonateradius="100" draggable="false" grumpy="true" explosionparticles="BallExplode_ISH" > <particles id="ish_sleepyZzz" states="sleeping" overball="true" /> <particles id="ish_smallfire" states="onfire" overball="true" /> <strand type="spring" image="IMAGE_BALL_PIXELPRODUCT_ARM" inactiveimage="IMAGE_BALL_PIXELPRODUCT_ARM" springconstmin="9" springconstmax="9" dampfac="0.9" maxlen2="140" maxlen1="200" maxforce="600" minlen="100" burntimage="IMAGE_BALL_PIXELPRODUCT_ARM" ignitedelay="0" burnspeed="3" fireparticles="ish_smallfire" /> <splat image="IMAGE_BALL_PIXELPRODUCT_SPLAT1,IMAGE_BALL_PIXELPRODUCT_SPLAT2"/> <part name="body" layer="0" rotate="true" x="0" y="0" image="IMAGE_BALL_PIXELPRODUCT_BODY" stretch="24,1.75,0.65" scale="0.5" /> <!-- walking animations --> <sinvariance freq="1.2" amp="0.1" shift="0.0"> <sinanim part="lefteye,righteye" state="walking" type="translate" axis="y" freq="2.0" amp="2" shift="0" /> <sinanim part="righteye" state="walking" type="translate" axis="x" freq="2.0" amp="0.5" shift="0" /> <sinanim part="lefteye" state="walking" type="translate" axis="x" freq="2.0" amp="0.5" shift="0.5" /> </sinvariance> <!-- standing animations --> <!-- dragging animations --> <sinvariance freq="1.5" amp="0.5" shift="0"> <sinanim part="righteye" state="dragging" type="translate" axis="x" freq="1.0" amp="-1" shift="0" /> <sinanim part="lefteye" state="dragging" type="translate" axis="x" freq="1.0" amp="1" shift="0" /> </sinvariance> <!-- tank state animations --> <sinvariance freq="0.3" amp="0.02" shift="0.0"> <sinanim part="righteye" state="tank" type="translate" axis="x" freq="1.0" amp="0.2" shift="0" /> <sinanim part="lefteye" state="tank" type="translate" axis="x" freq="1.0" amp="0.2" shift="0.5" /> </sinvariance> <sinvariance freq="0.1" amp="1" shift="0.0"> <sinanim part="lefteye,righteye" state="tank" type="translate" axis="y" freq="0.4" amp="3" shift="0" /> </sinvariance> <!-- Sound FX --> <sound event="marker" id="SOUND_BALL_GENERIC_ROLLOVER1,SOUND_BALL_GENERIC_ROLLOVER2,SOUND_BALL_GENERIC_ROLLOVER3,SOUND_BALL_GENERIC_ROLLOVER4,SOUND_BALL_GENERIC_ROLLOVER5,SOUND_BALL_GENERIC_ROLLOVER6,SOUND_BALL_GENERIC_ROLLOVER7,SOUND_BALL_GENERIC_ROLLOVER8"/> <sound event="pickup" id="SOUND_BALL_GENERIC_STICK1,SOUND_BALL_GENERIC_STICK2,SOUND_BALL_GENERIC_STICK3,SOUND_BALL_GENERIC_STICK4,SOUND_BALL_GENERIC_STICK5,SOUND_BALL_GENERIC_STICK6"/> <sound event="drop" id="SOUND_BALL_GENERIC_MUMBLE1,SOUND_BALL_GENERIC_MUMBLE2,SOUND_BALL_GENERIC_MUMBLE3,SOUND_BALL_GENERIC_MUMBLE4,SOUND_BALL_GENERIC_MUMBLE5,SOUND_BALL_GENERIC_MUMBLE6,SOUND_BALL_GENERIC_MUMBLE7"/> <sound event="throw" id="SOUND_BALL_GENERIC_MUMBLE1,SOUND_BALL_GENERIC_MUMBLE2,SOUND_BALL_GENERIC_MUMBLE3,SOUND_BALL_GENERIC_MUMBLE4,SOUND_BALL_GENERIC_MUMBLE5,SOUND_BALL_GENERIC_MUMBLE6,SOUND_BALL_GENERIC_MUMBLE7"/> <sound event="bounce" id="SOUND_BALL_GENERIC_BOUNCE1,SOUND_BALL_GENERIC_BOUNCE2,SOUND_BALL_GENERIC_BOUNCE3,SOUND_BALL_GENERIC_BOUNCE4"/> <sound event="land" id="SOUND_BALL_GENERIC_STICK1,SOUND_BALL_GENERIC_STICK2,SOUND_BALL_GENERIC_STICK3,SOUND_BALL_GENERIC_STICK4,SOUND_BALL_GENERIC_STICK5,SOUND_BALL_GENERIC_STICK6"/> <sound event="attach" id="SOUND_BALL_GENERIC_STICK1,SOUND_BALL_GENERIC_STICK2,SOUND_BALL_GENERIC_STICK3,SOUND_BALL_GENERIC_STICK4,SOUND_BALL_GENERIC_STICK5,SOUND_BALL_GENERIC_STICK6"/> <sound event="attachcloser" id="SOUND_BALL_GENERIC_GLEE1,SOUND_BALL_GENERIC_GLEE2,SOUND_BALL_GENERIC_GLEE3,SOUND_BALL_GENERIC_GLEE4,SOUND_BALL_GENERIC_GLEE5,SOUND_BALL_GENERIC_GLEE6,SOUND_BALL_GENERIC_GLEE7,SOUND_BALL_GENERIC_GLEE8,SOUND_BALL_GENERIC_GLEE9,SOUND_BALL_GENERIC_GLEE10,SOUND_BALL_GENERIC_GLEE11"/> <sound event="detaching" id="SOUND_BALL_GENERIC_DETACHING1"/> <sound event="detached" id="SOUND_BALL_GENERIC_DETACHED1"/> <sound event="snap" id="SOUND_BALL_GENERIC_SNAP1"/> <sound event="death" id="SOUND_BALL_GENERIC_DEATH1,SOUND_BALL_GENERIC_DEATH2,SOUND_BALL_GENERIC_DEATH3,SOUND_BALL_GENERIC_DEATH4,SOUND_BALL_GENERIC_DEATH5"/> <sound event="deathfall" id="SOUND_BALL_GENERIC_DEATH1,SOUND_BALL_GENERIC_DEATH2,SOUND_BALL_GENERIC_DEATH3,SOUND_BALL_GENERIC_DEATH4,SOUND_BALL_GENERIC_DEATH5"/> <sound event="suction" id="SOUND_BALL_GENERIC_DETACHED1"/> <sound event="exit" id=""/> <sound event="ignite" id="SOUND_BALL_PIXELPRODUCT_IGNITE01,SOUND_BALL_PIXELPRODUCT_IGNITE02,SOUND_BALL_PIXELPRODUCT_IGNITE03,SOUND_BALL_PIXELPRODUCT_IGNITE04"/> <sound event="detonate" id="SOUND_BALL_PIXELPRODUCT_POP01,SOUND_BALL_PIXELPRODUCT_POP02,SOUND_BALL_PIXELPRODUCT_POP03,SOUND_BALL_PIXELPRODUCT_POP04,SOUND_BALL_PIXELPRODUCT_POP05,SOUND_BALL_PIXELPRODUCT_POP06,SOUND_BALL_PIXELPRODUCT_POP07"/> </ball>