So I think there are 2 issues:
- I couldn't figure out how to avoid assigning a key to place dynamite. Similarly, I was trying to only configure the keyboard and I guess it detected I had a joystick attached so it seemed to insist I configure it while I was at it. That joystick only has a single button; so I had to abort and find a more suitable gamepad to plug in in order to complete the process.
- I was actually eager to use a non-directional key for dynamite but I quickly realized I needed to have the old method present as a safety net while I got used to the separate key. But thinking on it, because I'll probably never stop playing classic H.E.R.O., I'll never want to stop using the old method. However, I think I could learn to use both with your series of games.
I get a sense of how you did things. Although I didn't try or realize until right now, I'm guessing that if I set a key other than "up" to make the hero fly, the previous "up" key would cease to do it.
I know button configuration is a bear, particularly introducing the logic required to interactively assign multiple buttons to an action. So, I propose that there are separate checkbox options like "up direction to fly", "down direction to place dynamite", which would both be enabled by default and could be disabled if there has been a different key / button assigned to it.
HERO is in that group of platformers where the hero can't jump. And there is also the group of platformers that require pressing up to jump. And HERO kind of intersects both. As I mentioned before, some people gag at the notion of pressing up to jump. But interestingly, I think the idea of controlling the flying with up doesn't break these rules. I bet people would really dig if you added a Pitfall style jump in addition to flying. In some alternate timeline where HERO because wildly popular, Activision created it's own console, and HERO was its Mario, I have no doubt in my mind that he would be able to jump.