...and a couple more, in a separate post, in order not to lose the overview
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The Vine Swinger. Attaches a vine to a ceiling and uses it to swing across a gap or up a small altitude (the trajectory of the lemming is a curve). Like the chain in Lemmings 2, but easier to control.
The Catcher. Waits at the position where the skill is assigned, arms stretched out, until another lemming touches him. If a lemming falls from the top and lands on top of the Catcher, the Catcher will prevent the Faller from splatting, acting as a one-time-use anti-splat pad. Since the Catcher waits for another lemming to arrive, it can also be used to have a lemming simply stand still somewhere (as Blockers are sometimes being used), without actually acting in any way similar to a Blocker. Consequently, this skill can also be used to compress two lemmings for compression-method solutions.
All in all, this one would actually be comparatively useful, it seems...
The Kamikaze. Inspired by Worms World Party, you would select an angle for this lemming, like with e.g. the Archer in Lemmings 2: Click once to pick the lemming, who will then stand still until the second click, which defines the angle. The maximum is 90 degrees (vertical and upwards), the minimum 0 degrees (=horizontal movement in the direction the lemming is facing). He then moves along a straight line into that direction quickly, ignoring any gaps, traps, or other objects or lemmings in his path, until he hits terrain (or a zombie), at which he explodes, leaving behind a crater like a regular Bomber, and killing any zombie in the area of effect.
In short: This one is a Bomber that works at distance, while still taking the lemming with it, in contrast to other distance-destruction skills, like the L2 Mortar or Bazooker.
The Bungee-Jumper. This is another one inspired by Worms World Party. Similar to the Slider in Lemmings 2, this lemming can survive splat-height drops. However, he doesn't require a straight, Climber-friendly wall to slide down, and doesn't change the direction he's facing: He can also jump off cliffs, simply attaching a rope to the last pixel of terrain before falling head-first to the bottom. He should generally leave a couple of pixels between the edge of the cliff and himself, so that he can actually perform a "curved" jumping move while turning upside-down. This is also to prevent him from hitting terrain in case he jumps down a straight wall (reason see below).
Bungee-Jumpers can't be assigned any skills while jumping; instead, any type of click onto the bungee-jumping lemming will cause him to unattach the rope from his feet and transition back to being a regular Faller. As such, fall height is re-calculated from where the lemming gets off the rope, thus enabling him to survive splat-height drops as a one-time-only thing, rather than as a permanent skill like the Floater, Glider, or Slider.
In contrast, if the lemming hits terrain while being upside down, i.e. bumps his head on the ground during the bungee jump, he will just splat regularly, because he broke his neck.
There probably would have to be a minimum and a maximum height at which this skill works - minimum 64 pixels (=splat height, otherwise it would be useless), maximum maybe one standard level height (=160 pixels), so that lemmings can't just have an endless bungee rope across vertical levels.
Still, the main reason for this skill would be having a one-time-only Floater, much like the L2 Kayaker is a one-time-only Swimmer.
The Flooder. Similar to the Sucker, Firefighter, and Arsonist mentioned above, this one would get out a hosepipe and pour out water into a pit. This water would behave the same way that the terrain created by Fillers or Glue Pourers does in Lemmings 2: The Tribes, flowing as far as it can while covering every place where it is with a water trigger area. This can be used to allow Swimmers to safely drop somewhere where lemmings would otherwise splat, as well as in order to cover up trap triggers, because now the Swimmers can just swim over them. Of course, it could also be used to kill non-Swimmer zombies.
A very clever use would be to use water that is only in a given place temporarily: Assign a Flooder while standing on flat terrain, so that the water will pour onto said terrain and slide forwards, until it drops into a pit that can contain it, or simply down a cliff and off the screen. Just like the glue in Lemmings 2, the water trigger area will now move (1 pixel in height) across the terrain. Any Swimmer landing inside the area in the meantime could use it to prevent splatting; it could also cover up trap triggers that just stick out 1 pixel. Most viciously, this one-pixel-in-height water area could still be used to kill lemmings (such as zombies) who are standing on the terrain the water is flowing over - i.e. they'd simply be washed away by the tide.
All in all, this seems more useful than the Arsonist.
Except that it would require quite an extension of how water areas work and behave in NeoLemmix.
The Tank. A permanent skill which makes a lemming invulnerable to fire objects and triggered traps. The animation would be a lemming covered in metal plating. As such, this lemming could still drown in water areas. It would be debatable whether he could still be turned into a Swimmer, as "drowning in water" is just a regular behaviour this lemming would keep, like any other lemming - or whether it should be made explicitly impossible by making Swimmer and Tank mutually exclusive, much like Floater and Glider. In contrast to the Disarmer, it's only this individual lemming that gets immune to traps, which seems to have more uses than disabling the trap for good once a single Disarmer touches it.
Also, the Tank could safely walk among Zombies without getting infected - but wouldn't actually end up killing them. He'd simply pass through them.
All in all, this is similar to what Ghosts used to be, except that Tanks can of course still interact with exits and other objects (pickup skills, buttons, splitters, teleporters etc.). Ghosts would also ignore water, which is still lethal and thus the Achilles's heel of the Tank. Finally, Ghosts encountering zombies would end up intimidating those just like regular lemmings, causing the zombies to turn around, whereas the Tank would just ignore them and walk right through them. He could be assigned a Blocker, though, to turn zombies around.
The Flic-Flac. This skill is semi-permanent, a combination of the pretty useless L2 skills that are the Runner and the Hopper: The lemming moves across any type of terrain a regular Walker can move across, but doing a constant flic-flac, i.e. successively being in a regular position, or upside down. The position marker of the lemming (regularly located at its feet) would thus constantly rotate. This would allow the lemming to hit buttons or pickup skills located in the air or under low-enough ceilings, and do the same on the ground (while a Shimmier could
only trigger stuff under the ceiling, but usually not on the ground, unless inside something very narrow, like a Basher tunnel). The skill would be interrupted as soon as the lemming would turn into a Faller. Hitting a Blocker would simply result in the lemming continuing to flic-flac into the opposite direction.
The Cowboy. Gets out a lasso with which he can catch another lemming and pull that lemming towards himself. This would work on the same horizontal level, as well as at a slight angle (a lemming standing slightly higher or lower than the Cowboy). The Cowboy could thus pull another lemming across a gap. The "pulled" lemming can hit any triggers he passes through, whether those are pickup skills, buttons, teleporters, traps... consequently, this skill could also once again be used to kill zombies, by catching them with a lasso, which would result in them infecting the Cowboy if he actually completed the entire performance of the skill. However, if the trajectory leads through a trap, water, or fire, the zombie would obviously be killed by that.
The Intruder. This is a lemming that can't be turned around, except by Walkers, Blockers, or Steel. He will walk through any type of terrain he runs into, however never
fall through terrain. This is similar to the "unalterable terrain" gimmick when using a Basher, but of course without skill assignment. As such, the Intruder will usually move through terrain horizontally only - however, he can be made to go upward by assigning a Builder to him while inside a section of terrain. Once you stop assigning new Builders, he will continue to walk through the terrain at whatever altitude he's currently at. Assigning destructive skills to Intruders will remove the terrain regularly. As such, you could send an Intruder through a one-way wall and have him bash it away from the other side - the challenge would be finding a way to turn him around on the other side, though.
The easiest introduction level I could imagine for this is giving the player two Intruders, sending both of them through a one-way wall. The first one then gets assigned a Blocker, which allows the second one to turn around and remove the one-way terrain. Unless there's steel or another Blocker at the other side of the level, the Intruder will then just walk off the screen and die, of course.
The Skateboarder. This one is inspired by Speedy Eggbert (the game which Jaimie's Techno and House tileset are taken from): The lemming gets on top of a skateboard, putting him at a slightly higher position than regular Walkers, as well as moving slightly faster. He can thus get over trigger areas of traps (or buttons you don't want to push yet, teleporters or splitters you want to avoid, etc.) that regular Walkers would walk into. In contrast to the Shimmier, he doesn't require a ceiling above his head to do this, plus he can be assigned more skills (Shimmiers can only be assigned the same skills as Fallers or Swimmers). For example, he could start bashing or fencing while still standing on his skateboard, creating a tunnel only he can reach (if the skateboard places him higher than 6 pixels above the ground; otherwise, he could get over traps and still create a tunnel accessible to regular Walkers). Admittedly, this might be difficult, because the assignment of the Basher or Fencer would stop him from being a Skateborder, therefore falling down.
What would definitely work though would be
assigning a Builder or Platformer to a Skateborder, since those skills don't actually require terrain beneath the lemming's feet. He could thus start building or platforming in what would be mid-air for all the other lemmings, which can be a great way to isolate him from the crowd!
Also, most prominently,
you could assign a Jumper to a Skateboarder, who would consequently jump a little further than regular Jumpers.In contrast to Speedy Eggbert, the Skateboarder would only bypass traps by not even hitting them in the first place; if Speedy Eggbert hits a (one-use) trap in his game, those get destroyed instead, while Eggbert remains on the skateboard and survives.
All in all, this skill would have all the properties of the Runner (increased moving speed + wider jumps), while still offering some additional applications.
So if anyone ever seriously contemplates adding the Runner to NeoLemmix, maybe consider the Skateboarder first...