I think rules should be changed as most run timers start when you move but it's a bit ambiguous as opposed to looking at the fade frames and determining the time. The runs should be changed all by the same ammount as the starting animation and dialog on most if not all maps and characters is the same so adding the same amount of time to all the runs should be pretty easy.
If the video isn't avaliable it should be archived until the video proof can be reestablished. I agree with TwistedGwen
Either the rules have to be changed or every run needs to be extended in time by 12s as in the rules it states that the timer should start when the screen fades in and stop when the scene thing pops up/easteregg step is complete. Most people, me included, have started the timer the moment the player is able to move so idk whether to use this time or the longer time. Mods? Any suggestions??
If the run starts at the point where the player's screen fades in, this run should be 11:44? My run should also be around 12 seconds longer due to the spawn in animation...
I have decided to change the start point of runs as it is very hard to tell when the run starts.
Originally, the run would start when the "Day 1" text fully faded in however this is hard to tell for many runs as it fades in so gradually. I therefore changed the start much closer to when the player gains control of the character. I timer the difference between the day 1 text fading in and the frame before the white dot appears and the difference is exactly 13.96 seconds. I therefore shortened all current runs by this amount. Youtube titles and descriptions may need to be edited to reflect this change.
The exact frame is now the frame before the white dot appears in the centre of the screen.