Joined: 2/28/2012
Posts: 159
Location: Philadelphia
No, there is always a fixed time to kill when playing ocarina items on the edge of a blue warp. Playing novelty songs is common in TASes that involve this trick, and to a lesser extent realtime runs.
Joined: 2/28/2012
Posts: 159
Location: Philadelphia
Great TAS, though it's a shame the input has to end before the sum of times can be shown on the character select menu.
I would say the entertainment value of the goal choice more than justifies the use of dirty SRAM. Yes vote from me.
Joined: 2/28/2012
Posts: 159
Location: Philadelphia
There are TASes of online-only or multiplayer-only games, like jump maps in TF2, which are done on listen (i.e. internal) servers.
Link to video
I don't think you can savestate even on a listen server though, though you can host_timescale .02 and play the map tick by tick, and can probably hex edit the demo files. So it's a pretty limited form of TASing. I don't think something would be completely impossible to TAS unless there were no local-only versions of play.
EDIT: apparently jump-map TASes are made using this server-side plugin http://tf2rj.com/forum/index.php?topic=754.0 that effectively adds savestating.
Joined: 2/28/2012
Posts: 159
Location: Philadelphia
That script is nutty! I kinda want to try making some encodes of Doom TASes with a similar setup, though I'd probably just fudge it by dumping one instance of the demo normally and one with the automap up (most likely the cheats-enabled automap that displays all things on the map).