I have a feeling that I need to add some stuff here due to questions that people have asked me.
Rejecting a run like this would essentially be placing a ban on DPCM workaround abuse. DPCM workaround abuse can be used to unleash a payload in 1-1 of SMB3, which does include being able to load the credits (
https://www.youtube.com/watch?v=7CgXvIuZR40). If a TAS was submitted that reached the credits in 1-1 taking advantage of the same hardware glitch that this TAS uses, there would not be nearly as many complaints.
Likewise, people wouldn't be raising many complaints about abusing the DPCM workaround to reach the credits in 1-1 of SMB2USA.
https://www.twitch.tv/dwangoac/clip/TransparentMushyAnteaterMVGame
Now, regarding having to differentiate game end glitches from each other, the only two ways to truly differentiate them are by how they look and other technical attributes. Obviously, for SMB3, these two game end glitches look very different, but what about for other games?
SMW's current game end glitch run uses a jump to Open Bus, which is a region in the SNES that allows for several different possibilities. It's not that much different from the RTA record for this category (
https://www.speedrun.com/smw/run/zp0q5rvm), but the latter does not use a controller payload to assist with reaching the credits.
We have to go back in time to find a TAS that does not utilize the Open Bus region of the SNES (
http://tasvideos.org/2380M.html) and even more back in time to find a TAS that does not take advantage of a jump to controller data (
http://tasvideos.org/1945M.html). Both of these game end glitches look different enough from the current one, I'd say.
The faster game end glitch obsoleted the slower one. If we lumped TASes taking advantage of this DPCM workaround into their own category, then what do we do about game end glitches taking advantage of the Open Bus region and TASes that rely on jumps to controller data? These two things are quite powerful too. Do those go in their own separate category? Remember that having meaningful publications is one of the goals of our site. The recent ALTTP game end glitch takes advantage of a jump to controller data, while the old publication did not. Should those have been separate all along? I think that's undoubtedly one big mess.
We shouldn't be placing arbitrary limitations on the DPCM workaround because then, we could look at placing arbitrary limitations on the use of other things that have already been used to create faster game end glitch TASes. The DPCM workaround is just another thing that lets us push games to their limits. Admittedly, I would be concerned if every NES game was vulnerable to the glitch to the extent that SMB3 is, but I did make it clear in the judgment note that only a handful of games would be vulnerable to a quick credits warp like this.
Overall, when everything is boiled down, there's no clear way to differentiate game end glitches that promotes organization and efficiency, but when the goals of the TASes are looked at (beating the game as fast as possible), this game end glitch TAS is going to obsolete the slower one.