>>I wouldn't be against using this exclusively for Boo's Tower in the SDW 100%, due to the extreme length of the level.
The coolest level in the run. One of the most fun to watch imo. Skip it and nothing else. Makes perfect sense....
>>we have to think about which runs it would be acceptable to do this in.
all of the ones that are likely to get accepted here (note how this pretty much excludes any hack except sdw). Post whatever you want on nicovideo and youtube.
>>in 100% runs of games, such as VIP, smw and sdw, we could return to previous levels containing Clapping or Bouncing chucks to gain a key in reserve or a goal point in reserve to be used.
Enter a level, do some amount of it, trek across the map to it, trek across the map back. This is going to save time? I think it will be less useful than you think. Show me in smw96 where it would be good to use this to save time other than by spawning the goal sphere powerup on your first time through a level. I counted 8 levels with clapping chuck, and some of those are probably bouncing chuck which I don't know the difference here.
>>it can be abused ad infinitum,
So can the cloud in sdw. Or the extra key. There is a reason they are not, that being the trekking I talked about above. Frames add up on the overworld map very quickly.
http://vgmaps.com/Atlas/SuperNES/index.htm#SuperMarioWorld
I may or may not do something similar for sdw.
Location of various chucks. I'm unsure what the difference is between bouncing and clapping chuck, so I probably just called them all clapping.
YI1: clapping, at the end.
Yi2: chargin, in the middle, at the end.
dp1: baseball chuck, midway and beyond.
dp2: football chuck near secret exit
vd1: football chuck at exit tape
vd2: chargin chuck midway and beyond. clapping chuck at exit tape
vs1: football chuck at both exit tapes
vs2: clapping chuck at exit tape
cm: clapping chuck at exit tape
foi2: whistling chuck at exit tape
foi3: chargin(?) chuck near exit tape
ci1: clappin chuck midway
ci2: baseball chucks at key exit
ci4: clappin chuck at the exit tape
ci5: clappin chucks near the exit tape
cis: football chucks nearish the beginning
vob1: chargin chuck at spawn and throughout
vob4: digging chuck at spawn
tubular: clapping chuck at spawn, baseball chuck at yoshi wings, football chuck near end
groovy: baseball chucks near exit tape
funky: baseball chuck and whistling chuck near middle and throughout
Also worth noting in smw96, getting an extra key from this trick is essentially useless, since the in level key is always right next to the keyhole.
And to reiterate: I really don't think this glitch is as game breaking as you guys think it is. I remember myself, Fabian and JXQ having very similar feelings about the dragon coin glitch "oh wow now you can just skip half the game laaaaaame :'(". I can't speak for the others, but I no longer feel that way.
And finally, if you want to ignore this for things like VIP and TSRP2 I don't care either way since they aren't games that interest me. Do what you enjoy no matter what. This should be fun!