Yeah if you go back to the old NES games, big sprites were done with some NES magicwork (Dracula's Final Form and Death's 2nd Form come to mind).
Other great shenanigans that CV3 did were the aforementioned pendulums, and the teeter-totter platforms (it set them up in an rotatable array and would swap sprites when it triggered a threshold, so it would look like one long beam was rotating).
But you're having a large object swing in a long arc... not sure I ever saw that in the NES titles.
IDEA:
Why don't you make them fall instead of swing? You can have it so that when the hero jumps on them, they start to unravel at the chain, so they first fall one tile, then another tile, then they fall off the stage altogether.
Sure it's not 'swinging' but it's still a nice stage dynamic, and you can have areas that you need to ride the chandelier until it's almost off-screen and then jump off to reach a certain set of goodies or something.
You can even have them teleport back. And, since they're so big, you can set up multiple platform areas on them...