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Article Date: 03.03.2026
My Journey to 100% Wii Fit Plus
It was not that long since I was writing about my experience about Wii Fit, and now I'm back with an article with its sequel, wow! As I established in the previous article, I began attempting to 100% this series due to a lack of... really any better criteria for "beating" Wii Fit, as I like to beat all of the games I buy. After quite honestly altering my life to tackle some of the obstacles that Wii Fit would require me to overcome, such as perfecting the Tree Pose and doing 100 Push-Ups, I very quickly decided that absolutely nothing was outside the realm of my capabilities and immediately decided to proceed with clearing the rest of the series.
Approaching this Challenge
Truthfully, I've really no history with this game at all, despite owning it since probably fairly close to release. At the time, I started attempting to collect Wii Channels on my console, and likely picked this game up for cheap just for the Wii Fit Plus Channel. After probably booting the game up once just to learn that the content was largely the same, I proceeded to never touch it again until July of last year.
Once again, Wii Fit Plus grades your performance in almost every exercise and minigame from 1-4 stars: 1 star means you failed to really finish the exercise/minigame, and 4 stars mean you executed it almost perfectly. A benefit I had when tackling this game is that it's more of an expansion of Wii Fit, rather than a true sequel, even allowing for your Wii Fit save to be imported and used for Wii Fit Plus. So before I had even really started playing this game, I had already completed about 60% of it. Outside of that, how difficult would it be for me to achieve 4 stars for EVERY exercise and minigame in Wii Fit Plus, and complete the game 100%?

(Disclaimer: this table uses European names, but the same activities appear in all versions of the game.)
(Additional Note: activities with blue font originate from
Wii Fit
and activities with green font originate from
Wii Fit Plus.)
Like before, this is a table showing every difficulty of every exercise and minigame in the game. The challenge would be to get 4 stars in every single activity in the game, with many having already been completed from my playthrough of the original Wii Fit. Unlike before, there are no activities with peculiar scoring, such as the Cobra pose and other activities that have no reliable way of measuring your score. Nor did this game add any new "challenge" activities that can score you up to 7 stars, such as the Press-Up Challenge. Everything's pretty straightforward here, this game is very much just Wii Fit, plus more stuff. So let's dive in.
New Routine Plus
Being a more active person these days, my Wii Fit Plus sessions were changed from something I'd do interchangeably with my gym visits to something I'd always do as a warm-up for my gym visits, so I was always playing Wii Fit Plus at least twice a week. As before, I did an hour-long play session each time, divided between categories: 20 minutes on Training Plus, 20 minutes on Yoga and 20 minutes on Muscle Workouts. Once again, the Yoga and Muscle Workout categories are very basic, though the newly added activities for both categories did feel a bit more complex than the base game activities. The Training Plus category is very much a broad mixture of new Aerobic Exercises and Balance Games, separated for the sole purpose of highlighting their newness to returning players.
Progress here was considerably smoother than it was in the early days of Wii Fit. I'm not sure if that was down to my better fitness or if it was because of my overall better control of the Balance Board, which really took quite a bit of time to practice and properly master. I was pretty consistently clearing each Training Plus game I came across, and the new stuff introduced in Yoga and Muscle Workouts wasn't much more of a challenge either.
What I really appreciate most about this version of Wii Fit is the increased number of rhythm-based activities. All of my favourite activities from the previous entry like the various Steps activities, Rhythm Boxing, even Jogging after I understood the pace of it - they were all rhythm-based and felt very satisfying to execute perfectly. In this game, we're blessed with activities like Rhythm Kung-Fu, Rhythm Parade, Jogging Plus and even activities like Cycling and Driving Range are really require a good sense of rhythm to succeed that. So I was having a great time with the new content. It seems like there was a focus on making Wii Fit more of an "exercise game" with this entry. I can only imagine that people who enjoyed Wii Sports and Wii Play maybe felt that Wii Fit was maybe a bit too focused on health than it was about being fun.
Anyway, not all the new activities were entirely smooth sailing, so I want to speak about some of the more challenging activities and maybe provide some tips for those maybe attempting this challenge themselves:
Some Observations Plus
Starting from the top, there's Cycling. Not a particularly difficult activity to actually perform, but this one's quite unique in that it's not about how fast you can get to every checkpoint, but all about how efficiently you can get to each checkpoint. Your score is measured in how little distance you travelled to each checkpoint, and the game really gives you no guidance on how to go about this, so this one's all about playing over and over to figure out which route works the best. This one can be really quite difficult to figure out for yourself, so if you find yourself struggling, I'd highly recommend checking out video guides from
1ofWiisdom
or
v, WiiGamesPlayer, who are both crazy dedicated to this game. I especially enjoyed watching the latter's ability to get out-of-bounds and pull off skips I hadn't even thought of whilst playing the game normally. Beyond that, Cycling's just very fun in terms of how expansive the area is. It's your first, rare opportunity to fully explore Wuhu Island up-close, with full control on where you go, unlike the on-rails Jogging activities. You even earn a special bike for fully exploring the map, which is just fun to do without the prize.
Let's move on to Bird's-Eye Bull's-Eye. This one's very simple but also quite frustrating. You need to flap your arms to fly from one platform to another, eventually landing on a blimp to end the level. This activity ends up being frustrating because your score basically comes down to whether you're skilled/lucky enough to land on the final bullseye on the blimp. You can spend five minutes going through the level perfectly, just to have it go to waste because you accidentally over-adjusted and missed the final bullseye. Not my favourite but at least you get some nice views of Wuhu Island.
Final shout-outs to Tilt City which pulls a rather horrific trick with its difficulty. In this activity, you use the Wii Remote to control a large central platform, and use the Balance Board to control two smaller platforms, to sort coloured balls into their respective colour baskets. Beginner and Advanced difficulties get harder in the way you'd expect, but Super Advanced does something pretty cruel. The basic gameplay is actually the exact same as Advanced, but this time, the Balance Board controls the central platform and the Wii Remote controls the smaller platforms, requiring you to completely unlearn the previous control scheme and learn a new one. You'll find yourself constantly using the Wii Remote and Balance Board to control the wrong platforms and it can take a good while get accustomed to the change. Pretty fun overall, but that final difficulty really took me off-guard.
Actual Exercise Plus
There's really, unfortunately, not much to say about the new Yoga poses or Muscle Workouts. I guess the most memorable of the three new Yoga poses was the Spine Extension, which asks you to stand with your legs stretched forwards and backwards, bent over with your hands behind your back. However, the way it instructs you to get your hands positioned behind your back is so unnatural, you're twisting them into an almost pain-inducing position so that your palms are together and your fingers are pointing towards your head. Trying doing that now as a test, and you'll totally see what I mean.
So since there's not much to say about the Yoga and Muscle Workouts, let me quickly move on and introduce you to the final three activities - the ones that gave me the most trouble, listed in the order that I cleared them.
Perfect 10 - The Dragon of Training Plus
Perfect 10 is an activity that actually ends up being very unique in the vast collection of Wii Fit activities in that it requires not only a level of physical fitness but also intellectual sharpness. You're given a set of numbers that must be used to add up to 10 (or 15, or 20, depending on the difficulty), and you select/unselect these numbers by thrusting your hips into their direction. Extremely basic on paper, and it really is when you're adding to 10 and 20 - they're round numbers that you'd need to add up to in numerous real-life situations. However, 15? A much more awkward number to add up to, and the game advertises it as the middle difficulty!
Aside from the awkward number, it feels like the game doesn't always properly register your hip thrusts, or misinterprets your hip thrusts, particularly when you're trying to move quickly under the timer, so this activity can end up being very frustrating quite quickly. The only advice I can provide for this is to remember some of the less obvious number combos (like 7+8 and 9+6) and practice, even outside of playing Wii Fit, by doing some calculations to keep your mind active. I think I struggled particularly due to not needing to do much maths in my real life since finishing school, so I really wasn't as fast at maths as I was as a kid.
Skateboard Arena -
The Final Boss of Training Plus
Skateboard Arena might be the most complex activity in the entire of Wii Fit so far. And while it doesn't quite feel more difficult than the likes of the Tree Pose or the Muscle Workout Challenges, which set out to push either your sense of balance or the strength of your muscles to the absolute limit, Skateboard Arena really truly tests if you know how to control the Balance Board properly.
The Beginner and Advanced difficulties give you various stages in which you must use the Balance Board to control a skateboarder and perform tricks by riding over certain panels, jumping off halfpipes and ramps, grinding on rails, and performing tricks whilst doing all of the above. Doing all of this requires different movements on the Balance Board: moving at all requires you to place your rear foot off of the board, steering requires shifting your body forward or backward and jumping/tricking requires you to shift your body upward, as if you're pretending to actually jump.
For me personally, even moving in a straight line feels really difficult in this activity, since the controls are very twitchy and very willing to steer you left or right based on the slightest shift in weight, which then makes everything else difficult. Grinding on rails/platforms becomes near impossible as it's so difficult to steer yourself precisely enough to jump on them at a straight angle, and jumping on them from any other angle doesn't make you grind and deprives you of several points. Much like everything else in Wii Fit, you will not pass this activity if you aren't willing to practice, practice, practice.
After practicing for a long while and getting to grips with the control scheme, Beginner difficulty ends up being pretty straightforward. Advanced difficulty is a considerable step-up and is what consumed most of my time. Similar to Cycling, this difficulty was made much easier by watching other people play (such as AP89) and picking up on certain tricks for easier points, such as going backwards at the start of Level 6 to farm the halfpipes for easy points and using ramps in Level 7 to jump over platforms, granting you points without needing to grind on the platforms. After picking up on these tricks, the final hurdle of this difficulty is just executing Level 8 perfectly. Failing to jump off of a ramp onto the next large platform can be a death sentence for your run, so practice plenty and hope for the best!
Funnily enough, this activity has the same pattern as Perfect 10, where the second difficulty is the most difficult by far. The third difficulty is called the Free difficulty, and simply provides you with five minutes to perform as many tricks and earn as many points as possible. This can be cleared quite easily by, again, farming halfpipes for points, but don't think you can take it easy and let your combo drop. If you're not almost constantly farming for points on the halfpipes, you're not getting that 4-star ranking.
Single Leg Reach - The Finale
We end on a bit of an anti-climax here with the final Muscle Workout I had to finish. For the Single Leg Reach, you balance on one leg and pivot your body forward so that your other leg is pointed out behind you and so that most of your body is parallel to the ground, before returning to your original upright position, still balancing on one leg. Doing 5 and 10 reps on this exercise were easy enough for me, but 20 reps eluded me for the entire Wii Fit Plus playthrough. I think, realistically, people are likely to do their Single Leg Reach reps so that they're alternating their balancing leg for each rep. But Wii Fit Plus thinks you should just do all 20 reps on one leg, and then 20 reps on the other. Great. Imagine the Tree pose but you're having to constantly shift your entire weight backwards and forwards for the duration of the exercise. My right leg was pretty consistently buckling between 10-15 reps and it took a few lucky days for me to not only reach 20 reps, but to repeat it with better balance and get that perfect 4-stars. Not quite as exciting a finale as the Challenges from the original Wii Fit.

Thus ends my playthrough of Wii Fit Plus. Play time for just Wii Fit Plus: 13 hours and 39 minutes. Combined with the 40 hours, 00 minutes I put into the original Wii Fit, my total play time is now 53 hours and 39 minutes. Now, before I rush into Wii Fit U...
Some Extra Details Plus
Once again, there's a few other bits of this game that can be "beaten" or "unlocked". In addition to the secret balance test from last game, there's a new secret "scales" test that can be played if you interact with the Balance Board running on the treadmill in the Training menu. In this test, you have to place objects on the Balance Board to equal certain weights between 2kg and 9kg. This ended up being a pretty fun post-workout activity where I would use my houseplants, books and even other consoles to help weigh down the Balance Board. It helps teach you to intuit the weight of things just by holding them, so I can try and guess how heavy something is based on what I used in this test, like knowing that the Wii U console + gamepad weighs 2kg and thinking if another object is heavier or lighter than that. My best score was 210 points for a long while, achieved very early on. I did later practice some more and got the full 250 points after figuring out the weights of basically every object in my living room!
The FitPiggy and Body Test stamps still exist in this game, but don't have any additional unlocks, so having played for 40 hours and already done 30 body tests in Wii Fit, I had already cleared both. I also mentioned earlier in the article about the special bike you can unlock in Cycling by exploring the whole map. So if you plan on completing this game as well, don't forget about that! There are also a bunch of balloons hidden in the Free difficulty map, but they're just a secret test of skill and don't unlock anything. I managed to barely get them all in 28 minutes, so you'll likely have no trouble beating that record if you decide to try this challenge for yourself.
Last thing of note is the "My Wii Fit Plus" menu, which shows you various statistics and exercise routines tailored for you specifically. Aside from exposing the fact that I took about 60 attempts to beat Perfect 10 in the Favourites menu, there's also a menu accessible by interacting with the Balance Board, which allows you to try out any of the balance tests you've done previously, which are only usually accessible by performing a Body Test. 5 of these tests were added in Wii Fit and another 5 were added in Wii Fit Plus, so I still had to perform a few extra body tests to make sure these new balance tests were unlocked in this menu. Once you've got all those, you're done!
Conclusion - Wii Fit Plus helped me to continue what Wii Fit started
Maybe you've felt it while reading this article, but Wii Fit Plus really isn't that much different from Wii Fit (it even still contains Wii Fit's credits in addition to its own credits!), so it's not particularly surprising that it hasn't had the same impact on my life that the original did. That's not to say Wii Fit Plus is bad, but it doesn't offer anything more difficult or challenging than the original game. Which is fine because Wii Fit has a great core to it that this game supplements with a more diverse collection of games and activities.
Wii Fit Plus continued to keep me motivated in much the same way the original game did. I upped my gym visits to a more consistent twice a week - even on days when I wasn't particularly active, I still forced myself to go and I'd always be glad that I did. I've now gone from 85kg to around 76kg, comfortably moving from the Overweight to Ideal bracket and I'm now much closer to where I want my weight to be. I feel much lighter on my feet, I feel much more balanced and my posture does feel better because of all the balance-based exercises. So even if Wii Fit Plus was more of an expansion than a truly impactful sequel, its effect on me is still strong and is still keeping me fit. I'll definitely be moving onto Wii Fit U after this and am excited to see what new challenges await me there, and I hope you'll enjoy reading the article I write on it when it inevitably comes out. Otherwise, thanks for listening to me ramble.
Written by Scott of Luckless Heaven™ and proofread by someone who simply wishes that you appreciate the math-mushrooms in Perfect 10.
