I propose we change the method of timing for all categories to start when the "Gate 1" text disappears (such as with the 11-20 category). I don't see any good reason why timing should start on the Mii selection screen instead of there.
Requiring that timing starts on the Mii selection screen significantly increases the time taken to reset. Since it's faster to start from the "player setup" screen accessed after the game ends, all speedruns would ideally start there. This means that, in order to reset, one needs to intentionally lose all their lives, which takes a lot longer than just pausing and hitting "restart."
Changing the rules like this would not invalidate any of the already submitted runs, it would just require them to be retimed. It would also make resetting much easier.
That server has been retired in favor of a general Nintendo Land server. I'll put the invite below.
Why are they allowed for the extra levels, but not the main ones? And why are they allowed at all? They do allow for a faster speedrun, but it feels odd that we're allowed to use them considering how much setup is required.
If you ask me, opting to use !-blocks in each level, but not including the time it took to set them up as part of the run, would be this game's equivalent of a New Game Plus. If I started a new file and ran this game from that, then there'd be no way for me to use !-blocks unless I failed each mission multiple times during the run. But if I use an already completed file, I can use !-blocks without having the time taken to fail each mission included in the run. Maybe there should be separate categories? (Not sure if that's a good idea given how there are already a ton of categories).
If you are going solo, you're just going to have to use multiple controllers. Luckily, because there are ten seconds before the guards are allowed to move, you can set up the animals right in front of the guards, and then switch to the gamepad to tackle them all at once when the 10 seconds are up.
To follow up on what JBMagination said, you can press Y (I think) to select the games from a menu as opposed to having to walk to the gates. You can see which attractions you have a star on at a glance from there, as there will be a star in the top corner of the card representing the game.
Oh, now I see what you meant when you mentioned posting in the wrong forum. My bad.
Something else I should've mentioned, though, is that for the solo attractions, you're going to want to practice them a lot before attempting the run. If you aren't prepared to get a perfect run on all 6, then you won't be able to get a 100% completion at all.
Also, I do not believe that the team attractions require both playstyles to have all levels mastered to get 200%. As long as one playstyle has mastered all the levels, the other only needs to complete the levels in order to get 200% (although this could be considered an illegal loophole). If the loophole is allowed, however, then I'd recommend using the Gunship to master Metroid Blast and the Swordsman to master Battle Quest. For Pikmin Adventure I've found that both playstyles work fine, although Olimar gives you more control, so I'd lean towards him over Pikmin.
Honestly, getting the competitive attractions done is the easiest part of the run, which is why I'd recommend doing it last. That way, you can get the hard stuff out of the way, and if you screw up and need to reset, you spend less time re-doing the easy part of the run over and over.
The solo attractions are the most difficult to get all the stamps in if you ask me because they all require near-perfect gameplay to get the fifth stamp. The team attractions also feature the extremely difficult all-masteries stamps, but personally I find the team games to be a little easier to master than the solo games (maybe it's just because I play them more).
On a related note, because there's no point in playing through levels in the team attractions twice, it'd be good practice to just restart the level if the mastery condition is failed.
As for prizes, I believe you can only carry a maximum of 500 coins at a time, meaning that, instead of saving prizes for last, you should wait until you get 500 coins and then spend them all on the slot machine before continuing the main part of the run.
The rules state that timing starts from selecting the level, but I think it should start a little bit later. The best starting place would be the moment the banner displaying the objective appears (as starting time when the A button is hit or something may be difficult to discern for Gunship players).
This is because, under the current rules, every time one makes a mistake in an IL speedrun and want to reset, they'd have to find a way to get back to the level select screen. And the only way to do that is to either finish out the mission (which could take awhile if the mistake was early), or pause and quit back to the Nintendo Land plaza, forcing them to re-enter the game, select a Mii, etc. If we start the timing from the banner screen, however, then all one would need to do to reset is to pause and hit "restart."
I'm willing to help retime the existing runs if necessary.