There was some
criticism of TAS on the nesdev forum over it requiring a known initial state on the NES, thus eliminating the possibility of playing back on a stock NES. Below is my defense of TAS that it in fact is done on the equivalent of a stock NES powered on, and thus is just a lack of thinking through what TAS is. Apologies if this kind of defense has already been elaborated elsewhere.
TAS is about something that could be done in real-time if one were superhuman. We could put the game in, power up a NES, then play it in an unbelievable way, all through the controller.
Since we aren't superhuman, we use tools to give us those powers as far as the NES and game are concerned. Our tools essentially allow time travel. We can stop time and think about the next buttons to press/release. We can also let time go forward, see what would happen, then go back and use that information in choosing what to press. We can also of course go back and redo something that we realize was an error.
So, to make a TAS, we put the game in, power up the NES, freeze time, make a note of the entire state of the NES, then construct our controller states while we run the NES forward and backward. When we're finally done, we rewind time back to the initial power-up state and play our TAS movie in real-time while everyone enjoys it. If someone wants to see it again, they can go back in time to this NES in its same initial state and replay the TAS.
Since this requires an actual time machine, we can approximate stopping time by stopping the NES clock or something similar, and approximate going back in time by restoring the same initial state to the NES before replaying the TAS. Rather than leave the NES on while we make the TAS, we might turn it off and then restore the state when we want to play it back for the first time. This, like the TAS tools, is for overcoming our own limitations, not altering the essential TAS process.
Thus, I don't see the initial NES state issue as being a violation of TAS at all. It's still turning on a NES and feeding it just a series of button presses, created with the assistance of tools, that result in an unbelievable play.