Thanks for the link, Proxima!
Since that list doesn't include any explanations what the gimmicks actually
do, though, I'll try my best to explain.
Anyone who has the editor for 1.43 (which I've put in the download folder for NeoLemmix 1.43 in my Lemmicks thread, as far as I recall) can of course also take a look at the list for themselves, and also try the gimmicks in practice for themselves.
Gimmick overview-
Superlemming - increases the game speed
-
Frenzy - the pause button can't be used
-
Reverse Skill Count - skills count upwards when you use them, so once a number reaches 99, you can't assign more of that particular skill
-
Karoshi - You need to kill the lemmings instead of saving them. Nuke is disabled.
-
Unalterable terrain - destructive skills don't remove terrain, constructive skills don't create terrain, only the lemming performing them moves along with the regular skill trajectory
-
Overflow skill count - once a skill count reaches 00 on your panel, if you assign another one of that skill, it jumps back up to 99, counting down from there (=infinite skills, basically)
-
No Gravity - lemmings can't fall down, but walk in the air; they need to use slopes to go down, like Swimmers
-
Hard workers - Bashers continue even when there is no more terrain to be removed; Builders and Platformers continue, i.e. don't require repeated assignments; Miners and Diggers are theoretically affected to, but of course still stop when they lose terrain under their feet
-
Backwards walking - lemmings walk backwards put perform skills in the direction they are facing
-
Lazy Lemmings - constructive and creative skills stop earlier than usual
-
Exhaustion - athletes can only use their skills for a short distance before turning into regular fallers again; Swimmers and Disarmers are unaffected; often used in combination with Lazy Lemmings
-
Non-fatal bombers - Bombers still explode but don't die (like in Lemmings 2); Stoners are unaffected
-
Invincibilty - lemmings can't splat, drown, burn, or die from triggered traps, but can still fall out of the level or get stuck in places they can't escape from
-
One skill per lemming - once any lemming has been assigned a skill, that lemming can't be assigned any further skills, so you have to use other lemmings for further assignments
-
Steel Inversion - steel is destructable, regular terrain is steel
-
Solid Floor - bottom edge of the level is solid
-
Non-Permanent Skills - lemmings lose athletics skills after one use (e.g. Swimmers act like L2 Kayakers)
-
Disobedience - assigning any skill once leads to the lemming just shrugging and the skill not being removed from the skill panel yet; an assignment during shrugging leads to the lemming actually performing the skill, and consume a skill from the panel
-
Nuclear Bombers - Bombers create a larger crater
-
Turn Around on Assign - lemmings turn around whenever you assign a skill to them, i.e. perform the skill in the other direction
-
Count Down Other Skills - whenever you assign a skill, you don't lose 1 of that skill, but 1 of every other skill on your panel
-
Assign to All - assigning a skill to any one lemming will assign it to all other lemmings as well, so they'll perform it if possible (e.g. lemmings on steel can't dig or mine, lemmings on flat terrain won't platform, etc.)
-
Horizontal/Vertical Wrap - if a lemming reaches one edge of a level, he will re-enter the level at the opposite edge
-
Deadly sides - level sides are solid by default in NeoLemmix 1.43; this will turn the sides into fire traps (lemmings perform the frier animation)
-
Rising Water - water and fire objects rise at a customisable speed, i.e. slowly expand their trigger area; can be used as a hazard or as a tool in combination with Swimmers
-
Clock Gimmick - certain terrain is present or absent, depending at what time of the day you play the level
-
Zombies/Ghosts - Zombies are still present; Ghosts are lemmings that ignore any objects and can be assigned skills
-
Invert Fall Fatality - small drops lead to lemmings splatting (i.e. if they turned into a Faller before), drops >64 pixels are survivable
-
Cheapo Mode - different settings for splat height
-
Bait-and-switch - shows one level on the preview screen but then takes you to a different level once you start the level (used for the Rick Astley level to rickroll the player)
-
Clone-on-assign - any skill assignment will clone the lemming in addition, so that the cloned lemming will also have the skill you assigned, plus any other skills that lemming had before
-
Instant pickup skills - a lemming walking through a pickup skill uses it instantly, if possible (e.g. Fallers can't use certain skills, Swimmers can't etc.). Allows to have more than 8 different skill types as pickups in a level, because they don't need to be present on the panel.
-
Permanent Blockers - Blockers turn back into Blockers after falling; they can only be freed by Walkers
-
Release rate fluctuation - whenever you assign a skill, the release rate will flip back and forth between 99 and the minimum release rate of the level
-
Classic Zombies - this one was missing from Gronkling's list: Zombies can collect pickup skills and press exit buttons