What do you need help on? Cancel X

Jump to:
Would you recommend this Guide? Yes No Hide
Send Skip Hide

Strategy Guide by kylohk

Version: 1.1 | Updated: 05/28/2008

Wii Play Strategy Guide
Platform: Wii
Author: Kylohk
Version 1.1
Date: 28-5-2008
Table of contents: 
===I. PREFACE===
1. Updates
2. Getting started

3. Shooting range
4. Find Mii
5. Table Tennis
6. Pose Mii
7. Laser Hockey
8. Billiards
9. Fishing
10. Charge
11. Tanks


|                               I. PREFACE                                   |
Nintendo's latest console, the Wii, launched in late 2006 and took the whole 
world by storm with its motion controls. Its packed in game, Wii Sports is one 
of the reasons why the console sold so well. A considerable portion of the Wii 
buyers have never touched a video game console before, let alone a controller 
with motion controls. But no worry, Wii Play is here to help! This £40 game 
comes packaged with a Wii Remote. Not only it is a cost effective way of 
getting a second Remote, it is an effective tutorial game on how to use the 
Wii Remote.

Wii Play features 9 different games, each requiring you to use the Wii Remote 
in a different way. In fact, many games of the Wii uses control schemes that 
are similar to at least one of these 9 games. In addition, this game supports 
up to two players playing at the same time. If you have a friend or a party to 
hold, this game is ideal for even the most gaming-illiterate of people to play 
with. (This is probably why Wii Sports gets so much media attention. It's just 
too easy to grasp the gameplay)

Last but not least, each game keeps your high score. Getting a high enough 
score will net you medals. There are four classes of medals in this game: 
Bronze, silver, gold and platinum. This guide hence makes an earnest attempt 
to help you get a gold medal in all of the games.

One more thing, this guide is copyright 2008-2010 to Kylohk. It's to be posted 
exclusively on GameFAQs, so don't bother asking.

1. Update
Version 1.1:
Added the requirements for a platinum medal for 2 of the games.

2. Getting started
Wii Play takes it very personally. Each player has to represent himself with a 
Mii in order to play the game. If you haven't made a Mii yet, exit the game 
and select the Mii channel on the Wii Menu. Look at yourself in the mirror and 
try to make a Mii that looks like you! (This is entirely optional, but I 
stress it nonetheless) Now that you have a Mii, start the game, create a save 
file and select the number of players. If you are alone, choose 1. Afterwards, 
you come to a Mii selection screen, where you pick a Mii to play as. Choose 
the Mii you've created and you are ready to rumble!

If this is the first time you've played the game, you will be introduced to 
the 9 games one by one, starting from the Shooting Range. There is no need for 
you to perform particularly well at any of the games. Once you've completed 
the first game, you'll be shown the second one. Follow the instructions on the 
screen and played through all 9 games. After that, you are free to replay any 
of the games any time you wish to get a high score. This is where the guide 
comes in handy!

|                          II. THE GAMES IN DETAIL                           |
Let's get down to what matters most: The games. There are nine games in Wii 
Play, all of them can be played solely with the Wii Remote. The Tanks game can 
be played with or without the Nunchuck attachment, however I highly recommend 
you do use the Nunchuck. I'll provide a difficulty level for each game (in a 
scale of three), which tells you how hard it is to get a gold medal.

3. Shooting range
The purpose of the Shooting Range is to teach you how to use the pointer on 
the Wii Remote. The game play here is just like Point Blank of the video 
arcades, the objective is basically the same: You are to score as many points 
as possible by shooting the targets that appear on the screen.

The controls are simple: You point the Wii Remote at different parts of the 
screen to move the aiming sights, just like how you use a mouse on a computer. 
When the aiming sight overlaps with a target, press B to fire. There are a 
total of 5 levels, each featuring different types of targets. The more targets 
you can shoot in a row without missing, the more bonus points you get.

Level strategies
Level 1: Balloons
In the first level, you'll be shooting balloons that float up from the grass 
in front of you. Balloons come in three different colours: Red, blue and 
yellow. Each balloon gives you 1 point when shot. If you can shoot multiple 
balloons of the same colour in a row, you'll get 2 points for each balloon 
from the second one onwards. While you are shooting the balloons, a duck will 
fly across the screen. This one can be easily shot for 10 extra points.

Level 2: Circular targets
You'll be shooting Point Blank style targets that appear on the screen. The 
targets disappear a short time after they appear, so you must be fast. It 
would be best for you to shoot the targets in the order they appear to 
minimise the chances of them disappearing before you can shoot them. There are 
three types of targets in this level: Black targets, red targets and purple 
ones with your Mii's face on it. The three targets gives 1, 10 and -3 points 
respectively. The most easily missed target has to be the last one, where a 
red target and a purple target will appear briefly before disappearing, so 
keep your eyes peeled. Ducks will appear at the fourth set of targets, but 
you'll most likely have to forgo a couple of targets for these 10 point 
bonuses. The ideal order then would be Red target -> Duck. 

Level 3: Frisbees
You'll be shooting Frisbees next. Frisbees fly in from the left and right 
before going further away from you. When that happens, they become relatively 
stationary, albeit shrinking targets. The best strategy is to wait until they 
start to shrink before shooting them as the pointer of the Wii Remote is quite 
accurate even at small targets. Each Frisbee gives you 3 points. If you can 
somehow hit more than one Frisbee in one shot, each additional Frisbee gives 
you 5 points instead! Just like level 2, you are very likely going to have to 
give up several Frisbees if you want to shoot the ducks.

Level 4: Can Juggling
Things can only get harder. Red cans will be thrown in and you have to keep 
them up be shooting them constantly. Each can takes 5 hits before it is 
destroyed and gives you 15 points if you can hit it all 5 times (1 point for 
the first hit, 2 for the second and so on). The more a can is shot, the more 
dented it gets. As a result, it will fall faster, giving you less time to 
shoot it. After a few moments, multiple cans will be thrown in, requiring you 
to juggle up to three at once! I recommend that you learn to predict where 
each can will go by examining its trajectory when it is shot. Don't bother 
with the ducks in this level until you've mastered it.

Level 5: UFO Abduction
Six clones of your Mii will be standing in the open field, while multiple UFOs 
swoop in and try to abduct them! Every time a UFO sucks up a Mii, it will rise 
slowly for a second before accelerating upwards. Time is of the essence here. 
Don't bother maintaining your hit counter, just keep firing. If you are lucky, 
you may be able to get a duck or two in the crossfire! Each silver UFO is 
worth 3 points, gold ones 5. Once all the UFOs have left, the number of Mii 
clones remaining is counted. You'll get 10 points for each Mii that's still 
there. That's all for this game.

In addition to the points earned for killing enemies, you'll be awarded bonus 
points if you can hit more than 5 targets in a row without missing. The hit 
counter will build up as you hit more and more things in a row. Once you miss, 
the bonus points will be awarded to you. The number of bonus points is equal 
to the hit count before you miss.

You'll need to score 500 points to get a gold medal in this game. If you've 
played enough times, you should be able to maintain your combo up till the 
beginning of level 4, where it should get really hard. Your target is to get 
over 300 points by the end of level 3.

Whatever happens, try your best in level 4 since it's the hardest. I've found 
that my performance in the first 3 levels can make up for the lousy 
performance in level 4. By the time you reach level 5, you should be able to 
reach your target simply by shooting at the UFOs in a haphazard manner. 
Overall, this game isn't that hard. If you manage to get 600 points, you'll 
get a platinum medal. My experience was that by getting to the mid 400 range 
by the end of level 4, the platinum medal can just be reached by recklessly 
firing shots at the flying saucers and ensuring that all 6 Mii clones are 
still on the ground by the end.

Difficulty: *

4. Find Mii
Consider this to be "Where's Wally" Wii edition. Your goal is to find Miis in 
the crowd that meet the requirements of the level. Move the Wii Remote to move 
the cursor around the screen. Select a Mii by moving the cursor over him and 
pressing A. If you want to cancel the selection, press A again.

This is arguably the hardest game in the whole collection! You start with a 
timer. Every time you complete a level, you'll gain 10 extra seconds (You'll 
be able to "store" up to 120 seconds in the timer); If you guess wrongly, 
you'll lose 5 seconds. The game ends when your timer runs out.

Objective list
Find lookalikes: 
You will have to find a number of Miis in the crowd that look the same as each 
other. I've played up to levels where you'll have to find up to 4 lookalikes 
(that's level 57), and you may be required to find even more! This is 
definitely the hardest objective of them all, as well as the most common.

Find the odd ones out: 
You have to find a number of Miis that behave differently from the rest. There 
are two possible levels with this objective. One is at the spectator stands of 
the tennis court, where the crowd of Miis will be looking left and right. A 
number of them will be looking in the opposite way as the others-Those are the 
odd ones out. 

A second level type is the Tokyo street intersection. You'll see rows of Miis 
marching along the place. You have to find the one whose feet move in a 
different order than the rest.

Find the Mii you are using: 
This is the easiest objective of them all. As long as you've designed the Mii 
to look as unique as possible, he's bound to stick out like a sore thumb in 
the crowd.

Find the specified Mii:
This is another easy objective. You are given a picture of a Mii and you have 
to find him in the crowd. The good thing is that the Miis you'll be required 
to find are always your own creations. As long as you create your Miis so they 
are extremely unique in appearance, you'll easily find them.

Find the fastest Mii:
This objective only will be given in the Tokyo intersection and sea 
environments. Of all the Miis that are moving around, one of them will be 
running/swimming the fastest. You are to select that Mii. Since fast moving 
objects easily catch the eye, this objective isn't that hard to complete, 
although the Miis may sometimes too quickly for you to click them.

Find the sleepyheads:
This level type almost always take place at the spectator stands of the tennis 
court. A number of Miis in the crowd will have their heads down as they snooze, 
while standing straight up! These guys stick out easily.

Pick a favourite:
Consider this a free 10 second refill on your timer. It does not matter which 
Mii you pick, you'll go through to the next level. Despite that, I highly 
recommend you pick a Mii with unique features like funky glasses or a cap. 
Don't forget who you've selected!

Find your favourite:
This objective is directly related to the one above. Having picked your 
favourite, you'll be asked to find him in a crowd a few levels later. As long 
as you picked one with unique features, he's bound to stand out among the rest 
and be spotted quickly.

The Miis will be hanging out in different environments, some are harder than 

Tokyo street intersection:
Judging by the markings on the road, I can tell that it's a traffic 
intersection in Tokyo. The Miis will either be standing still, or they will be 
walking towards you either at a straight line or diagonally. The latter is the 
hardest. Whenever a Mii disappears off the screen, he will reappear at the top 
shortly after. 

Tennis court spectator stand:
The Miis are watching a game of tennis, so they will be standing in orderly 
rows. The intensity of the crowd will increase as you reach higher levels. 
Miis can also look left and right here. But still, this environment is the 
easiest since the Miis will be standing still.

It's the sea and the Miis will be swimming in either straight lines or 
diagonally. The lower parts of their faces will be submerged as they swim 
breast stroke. This is the hardest of all the environments since you must 
hover over many Miis to inspect their looks.

Miis are descending in a row of three escalators. Once a Mii disappears off 
the bottom of the screen, he will reappear shortly at the top. The trick is to 
pick a Mii to be the reference and quickly skim the crowd that appears above 
him. This allows you to know when the pattern will repeat, hence relieving you 
of some frustration. This has got to be the second hardest environment of them 

Woohoo! Miis are floating around in space! Everyone of them will be spinning 
round and round. But still, they won't float around. This makes it the second 
easiest environment of them all.

Each of the five environments above can be played in total darkness. You'll be 
given a flashlight to search for the Miis. Since your field of vision is 
limited, you must train yourself to have a good short term memory to remember 
where everyone is to help find the lookalikes.

Strategies to reach high levels
This game has extremely intimidating requirements for the gold medal. For once, 
you must get past level 60 to get the gold. Your first priority will be to 
concentrate. As you reach higher levels, Miis may differ only from a hairstyle 
or mouth shape. Those are the ones that you can easily lose seconds on. 
Focusing can help you distinguish even the most generic features of those Miis. 
When it comes to checking the feature of the Miis, check them in the following 
order: Skin colour -> hair colour -> eyes -> nose -> mouth.

Another strategy is that your creations in the Mii channel do matter! Besides 
the generic looking Miis provided by the game, Miis you've created will be 
thrown in the mix. My suggestion is to create plenty of Miis (around say 15) 
that resemble famous politicians, dictators, pop stars, actors and so on. Try 
make them look as unique as possible. Then when you play the game, the crowd 
will be flooded with these unique looks and it will be much easier to make out 
who's who since familiar looks tend to draw attention to most humans.

Finally, if you are really that desperate, you can always take a camera and 
take a quick snap of the screen and pause the game. Look at the picture on a 
computer and take your time to find the required Miis! In all, this has got to 
be the most difficult game of the lot due to the exasperating mental 

Difficulty: ***

5. Table Tennis
The Table Tennis game of Wii Play teaches you how to move the Wii Remote left 
and right (that's along the x-axis for those technological savvy people out 
there). In this game, you'll be moving the Wii Remote left and right to move 
the racquet on-screen to intercept the incoming ping pong ball, returning it 
to your opponent for as long as possible. It's really that simple! Your score 
is simply the number of times you can return the ball to the other side of the 
table before you fail to do so.

It seems the other Miis are curious about what you are doing. The longer you 
can hold on, the more Miis will be watching you from the sidelines. In 
addition, your opponent will toughen up the more times you manage to return 
the ball. The ball with be sent back to you the most vigourously once you've 
managed to rally over 90 times.

Endurance guide
The first time you play the game, you'll be given the task of rallying 100 
times. If you can do that, you'll automatically get a gold medal. Your main 
foe is yourself in this game. Whatever you do, think positive and concentrate 
on what you are doing. Don't even bother looking at the current number of 
times you've returned the ball, focus on the ball instead! As long as you stay 
confident, you'll be able to react to the ball, no matter how fast it is 
returned to you. 

Once you've succeeded in returning the ball 100 times in a row, you can replay 
this game and try to last as long as possible, beyond 100 hits. It seems your 
opponent's behaviour is "periodic". He softens his stance every 100th time you 
return the ball to him. He'll return the ball at the slowest speed before 
going faster once again as you return more balls to him.

Difficulty: *

6. Pose Mii
Pose Mii teaches the player how to twist the Wii Remote left and right. In 
this game, you'll be shown many bubbles, each with a silhouette on them. Your 
task is to pop the bubbles by match your Mii's pose to that of the bubbles. 
Every time a bubble falls into the water at the bottom of the screen, you'll 
lose a life. Lose 3 lives and the game is over.

You move your Mii around by moving the Wii Remote in the desired direction 
while pointing it at the screen. You rotate the Mii by twisting the Wii Remote 
in the desired direction: Left for anti-clockwise, right for clockwise. There 
are three possible poses for the Mii:

Pose A, in which he twists his two arms in a way as if to impersonate the Nazi 
sign; Pose B, in which is spreads out his arms and legs as if to impersonate 
an asterisk; Pose C, in which he's standing straight.

General strategy
The three poses are arranged in a simple sequence from Pose A to Pose C. Use 
the A button to shift from Pose A to C; Use the B button to shift back from 
Pose C to A. As you advance through the game, you'll find several bubbles 
appearing on the screen with different poses. It's vital that you shift 
between poses fast enough to destroy the bubbles before they can go into the 
drink. Here's my suggestion:

Pose A will be the "keep pressing B pose"; Pose C will be the "keep pressing A 
pose"; Pose B will be the "press the other button pose". So, if you've just 
shifted to Pose A by pressing A twice, you can quickly change to Pose B by 
pressing the other button, A.

Keep your eyes peeled for silhouettes with a rainbow colour. You can tell when 
they appear by the xylophone music that comes with one. Pop those bubbles and 
all the other bubbles onscreen will stay absolutely still for a few moments, 
allowing you to pop them with ease. Popping these Rainbow Bubbles is vital 
when you seem to be overwhelmed with many bubbles on screen and all hope seems 
to be lost.

Level rundown
Levels 1-3: Levels 1 to 3 serves to familiarize the player with the three 
poses. All bubbles in each level will have the same pose, starting from Pose A 
and ending at Pose C.

Level 4: The silhouettes in the bubbles will be in either Pose A or B.

Level 5: The silhouettes in the bubbles will be in either Pose B or C. In the 
later part of the level, the bubbles will appear dangerously close to the 
surface of the water, making it vital for you to react fast. At that point, a 
single Rainbow Bubble is available to help you.

Level 6: The silhouettes in the bubbles are in either Pose A or B. The 
silhouettes tend to rotate in awkward directions, making slightly more 
difficult to pop their bubbles.

Level 7: This is the first level to features all three silhouettes at once.

Level 8: I like to call this the Bubble Invasion. There are several instances 
where over 10 bubbles appear on the screen at once, in all 3 poses. 
Fortunately, a Rainbow Bubble is always provided, allowing you to freeze 
everything and dispatch them with relative ease. Always go for the rainbow 
bubble, this is important.

Level 9: This is the Attack of the Upside Down Silhouettes. All silhouettes 
will be upside down, requiring you to twist your Wii Remote in the appropriate 
direction. Two rainbow bubbles are provided in case you get confused.

Level 10: The bubbles in this level fall quite fast and their silhouettes like 
to rotate in awkward directions. A quick reaction time and the comfort in 
using the controls is key for this level.

Level 11: The silhouettes rotate in even sharper directions. Be careful not to 
sprain your wrist while playing through this level!

Level 12: It seems that the silhouettes will first be horizontal with their 
heads facing right. Afterwards, the silhouettes will be horizontal with their 
heads facing left. There may also be a long chain of rapidly rotating 
silhouettes, followed by a large invasion of bubbles (Rainbow Bubble included).

Level 13: The worst of the silhouettes have been brought out. They fall fast, 
rotate very fast and a large group of upside down silhouettes can appear all 
of a sudden!

Level 14: The bubbles appear in neat rows, with the silhouettes rotated in 
various directions. They descend very slowly, so keep your cool. The good news 
is that Rainbow Bubbles regularly to help you if you get disoriented.

Level 15: This level is so complicated that I just can't explain it. Basically, 
the bubbles appear in various formations: In a row, large sequence of bubbles 
descending quickly, silhouettes rotating into awkward directions etc. Either 
way, it's very hard.

Final level: So, here are only 16 levels in this game. Anyway, you'll be 
looking at multiple bubble invasions here, with silhouettes rotated into 
various directions, making it hard to "clean the house" even with the help of 
Rainbow Bubbles. So far, I couldn't beat this level.

Was my sprained wrist worth it?
Each bubble gives you 1 point when popped. But that's not all, every time you 
complete a level without any bubbles falling into the water, you get bonus 
points equal to 5 times the level number (e.g. beating level 6 perfectly nets 
you 30 points). These bonus points rack up very fast the further you progress 
through this game, and are the most important.

After some tries, I've received a silver medal for getting 666 points (evil 
indeed), a gold medal for getting 873 points and a platinum medal for getting 
1307 points. I estimate that the requirements for the silver, gold and 
platinum are 600, 800 and 1000 points respectively. This game is one of those 
where practice makes perfect: Rarely would one by expected to press the right 
button while twisting his wrist at the same time! Your brain's going to take a 
while to get the hang of doing two weird actions at the same time. If anything, 
this game would be the perfect rehabilitating aid for the paralysed!

After some practice, you should be able to complete the first ten levels 
without a single bubble falling into the water. Now, if you can just beat 
level 11 perfectly, you should get enough points for a gold medal. If you can 
beat level 12 perfectly, you should be close or probably surpass 1000 points. 
In conclusion, you can get high scores after some practice, but it is still 
moderately hard due to the toll on your wrist.

Difficulty: **

7. Laser Hockey
So far you've learnt how to use the Wii Remote as a mouse and how to move it 
left and right and twist it around. Laser Hockey brings in a new concept: 
Moving the Wii Remote at the appropriate speed. This game is the Wii version 
of air hockey: You are given a paddle and must use it to send the puck into 
your opponent's goal. In a one player game, you'll occupy the left side of the 
pitch while the computer occupies the right side.

Move the paddle by moving the Wii Remote so that it points at the appropriate 
part of the screen. Twist the Wii Remote to rotate the paddle. Move the paddle 
into the puck to hit it-The faster you swing your Wii Remote, the harder you 
hit the puck. Always swing the Remote to the right: That way your paddle will 
go always go right regardless of which direction it is facing. Note that you 
cannot move the Wii Remote into the opponent's side of the pitch.

You have 2 minutes to score as many goals as possible. If you win the match, 
the number of goals you scored will be recorded and listed as a high score. If 
you lose or draw the game, your goal count will not be recorded. In order to 
get a gold medal, you have to win a match scoring at least 10 goals. If you 
score 14 goals, you'll get a platinum medal.

The best strategy to score goals against the computer is to always hit the 
puck so that it bounces off the top or bottom walls. The AI seems to have 
trouble intercepting those pucks, you can often score from a serve using this 
trick! To maximise the chances of scoring, always smack the puck towards the 
wall further away from the computer's paddle.

That being said, the controls take some time to get used to. Do not swing the 
Wii Remote at a large angle: that will cause the paddle to overshoot the mark. 
Instead, resort to fast small angled swings. Being a ball game, the course of 
the match is unpredictable. It may take some tries and even dumb luck before 
you score the required number of goals.

Once you've got the platinum medal, it's just a matter of playing with your 
friends. Have fun! Air hockey can't go wrong!

Difficulty: **

8. Billiards
It's time to pay a visit to the snooker table. Billiards teaches you how to 
push and pull the Wii Remote backwards and forwards (that's moving along the 
z-axis for the technological savvy). You begin by aiming the cue ball by 
pressing the left and right keys on the directional pad on the Wii Remote. The 
direction that will be taken by the cue ball will be highlighted by a thick 
black line. In addition, a transparent image of the cue ball will appear right 
next to the first ball it's going to hit. The position of the image 
corresponds to the direction from which that ball will be hit.

When you are sure about your aim, move the cursor over to the part of the ball 
you wish to hit. Press and hold the B button and pull the Wii Remote backwards. 
Now, push the Wii Remote forwards and release the B button as you do so. The 
cue ball will be hit. The faster you thrust the Wii Remote forward, the 
stronger will be the shot.

You'll be asked to hit the balls in the order of their numbers, starting from 
number 1 to 9. The target ball is denoted by a red marker. You don't have to 
"sink" (knock into one of the six pockets on the table) the balls in numerical 
order. That ball only has to be the first one to be hit. After that ball is 
hit, a number of collisions can occur between balls. This may result in other 
balls getting sunk, much to your benefit.

Whenever the target ball is "sunk", the ball with the next highest number 
remaining on the table will be the next target. Whatever you do, your cue ball 
must hit the target ball. Failure to do so will result in a foul. A foul will 
also be given against you if you accidentally sink your cue ball.

As in real life, you will be given the opportunity to break the pile of balls, 
arranged in a rhombus. Always apply maximum force to your first shot. This 
increases the chances that you'll sink several balls in your first hit. After 
that, it's time to prioritize. Always aim for the target ball and try to sink 
it before the other balls. If you happen to deal collateral damage, that is 
sink other balls in the act, treat it as a bonus. If any other ball happens to 
be overlooking your target pocket, knock the target ball into that ball! That 
ball, and sometimes even the target ball, will be sunk.

A common scenario is that the cue ball and target ball are not aligned with 
any pockets. This is when the aiming feature can help. Rotate the direction of 
your aim and press and hold A. An overhead view of the table will be shown. 
Check the positions of the cue and target balls. Rotate your aim until the cue 
ball image and target balls are aligned to a pocket. Once you've done that, 
it's time to hit the cue ball.

It's very easy to commit fouls in this game. Whenever that happens, you will 
get to place the cue ball in any position on the table as you wish. Move the 
cursor over to the desired position and press B. Always place the cue ball so 
that it and the target ball are aligned to a pocket.

The most usual way someone commits a foul is that they shoot the cue ball into 
the target ball overlooking a pocket. There are two ways to prevent the ball 
from falling into the hole. Either use the minimal required force on the cue 
ball, or aim the cue ball so that it indirectly nudges the target into the 
pocket. Another scenario is that another ball partially obstructs the path 
between the cue and target balls. In that case, adjust your aim until the 
image of the cue ball is no longer adjacent to the ball in the way, but on the 
target ball. Depending on the position of the obstruction, it can be possible 
or impossible to avoid a foul.

The objective of this game is to sink all the balls on the table with the 
fewest number of shots. Each extra shot takes 3 points off your final score, 
so does each foul. The formula for your final score is: 

Final Score = 81 - (Number of shots + number of fouls)*3

The highest possible score is therefore 78, but it's practically impossible 
for anyone can sink every ball just by breaking the pile! To get a gold medal, 
one must get over 50 points. This implies that you must sink all balls in 10 
shots or less, while committing no fouls! I have to warn you, the balls are 
very unpredictable in this game. Sometimes, fouls can be committed because the 
cue ball bounced around the walls like crazy before falling into a pocket, 
even you haven't intended it to do so!

It's extremely difficult to end a game without committing a single foul. This 
effectively lowers the maximum number of shots one can make to get gold. My 
personal best is 60 points, resulting in a platinum medal. However, I give 
credit to plain luck rather than skill in achieving this result. It took me 
many tries with unavoidable fouls before I finally sunk all balls in 7 shots 
without committing a single foul. Due to the many factors that are beyond the 
players' control, this game has got to be one of the more difficult games in 
this collection. I doubt even professional players can regularly get a gold 
medal in this game, given the ridiculous physics of the cue ball.

Difficulty: ***

9. Fishing
It looks like the Wii Remote is destined for fishing games. The Fishing game 
of Wii Play teaches the player how to move the Wii Remote up and down (in the 
y-axis). You use the Wii Remote to move the fishing rod as you do so in real 
life. (Moving the Wii Remote left corresponds to moving the rod to the left, 
moving the Remote forwards corresponds to moving the rod further into the pond 
and so on). When the hook is placed near a fish, the fish will nibble a number 
of times before biting. Once a fish bites, you'll see and feel it dragging 
your line along. Quickly jerk the Wii Remote upwards to yank the fish out! As 
long as you yank quickly enough, the fish will be caught. Catch as many fish 
before the time expires to get a high score.

Another feature of this game is the Bonus Fish. A picture of a fish will 
always be shown at the top of the screen with the word "Bonus" beneath it. 
Catch the fish that's of the same type as the one in the picture and you'll 
get double the points from it. The Bonus Fish changes every now and then, so 
keep your eyes peeled.

Types of fish
Small Fry: These tiny grey fish are completely worthless. Catching one takes 
50 points off your scores. These pests bite instantly and drag your line away 
from the fish you are actually trying to catch. Whatever you do, avoid fishing 
in areas where these fish are swimming around.

Plain Old Fish: These fish are small green ones that bite after nibbling twice. 
They are worth 50-60 points.

Nibbler: Nibblers are white fish with a bluish tinge. They bite after nibbling 
three times. Each Nibbler nets you 110-130 points, depending on its size.

Touchy Fish: I don't know why these fish are touchy, by they are red in colour. 
These guys bite after nibbling four times, and net you 170-200 points per 
catch. These fish can get scared by your hook, so always move it slowly 
towards them when you want to catch one of these.

Mystery Fish: Since when are green swordfish mysterious? Anyway, these fish 
appear randomly at anytime. They disappear very quickly, so quickly move the 
hook over to their snouts to draw their attention. They bite after just two 
nibbles and gives you 230-250 points each.

King of the Pond: True to its name, the King of the Pond is the largest fish 
of them all. Only one of them will appear at any round, and it will become the 
Bonus Fish the moment it appears. Requiring five nibbles before a bite, the 
King of the Pond can be a challenge to catch (since other fish are likely to 
be nibbling as well). But still, the effort is worth it since this fish brings 
you 330-350 points, which means up to 700 points can be earned from this fish 
when you take bonuses into account.

Getting a good score
The main strategy of this game will be to prioritise. Always go after the 
Bonus Fish before the others since you'll get twice as many points for 
catching those fish than when they are not shown at the top of the screen. If 
the Plain Old Fish is currently the Bonus one, it doesn't really matter which 
fish you catch (besides the small fry). This is because even when it's the 
bonus fish, the Nibblers and Touchy Fish net similar or more points than the 
Plain Old Fish.

When the Nibbler or Touchy Fish are currently the bonus fish, always aim to 
catch them, but don't be afraid to reel in any other types of fish (besides 
small fries) that happen to bite first. Scoring points is better than getting 
nothing. Never miss out on the Mystery Fish, they bite very quickly and hence 
you can get a boost in your score without wasting much time. You need a good 
reaction to catch those fish, since they disappear after a few seconds.

When the King of the Pond appears, you'll need some luck in catching it before 
the Bonus Fish changes. Your best chance is to hope that it hangs out in a 
relatively unpopulated area of the pond. The most uncontrollable factor in 
getting a high score is the small fries, which disrupt your lines by dragging 
them around the place. Those fish can appear anywhere and can affect your 
catches (and hence final scores) differently each time you play the game.

I got a silver medal for beating this game with 2240 points, while I got a 
gold medal for beat it with 2470 points. My guess is that you need 2400 points 
to get the gold medal. As long as you fish aggressively and aim for as many 
Bonus Fish as possible, not even the small fries can stop you from achieving 
that goal. 

As a rule of a thumb, try to get over 1500 points by the time the King of the 
Pond appears. Once you catch the King, you'll have over 2100 points, and hence 
are just a stone's throw away from getting gold. My personal best is 2970 
points, and that landed me a platinum medal. I guess 2600 points are all you 
need to get the best medal of them all. To get that many points, you'll hope 
that those small fries won't bug you that often (i.e. some luck comes into 
play here). Overall, it isn't hard to get the gold medal given some practice.

Difficulty: *

10. Charge
You've now learnt to move the Wii Remote in all three axes. It's now time to 
learn how to use it to control racing oriented games. For this game, you'll be 
holding the Wii Remote horizontally with both hands, with the directional pad 
to the left. Your Mii will be riding a cow that's charging along the farm road. 
The objective of Charge is to ram down as many scarecrows as possible and to 
reach the finishing line before the time limit.

The controls are very simple: No buttons have to be pushed! Tilt the Wii 
Remote left and right to make the cow turn in that direction. Tilt the Remote 
forwards to make it move faster, while tilting it backwards will make it slow 
down. Raising the Wii Remote quickly causes the cows to jump, which is 
important when you approach barriers.

Course rundown
You'll start by running through a line of 5 scarecrows directly in front of 
you. Then, there will be three slanting to the left, following by another 3 to 
the right of the course. Then, you'll find a line of 5 scarecrows to the left 
of the course. A red hopping scarecrow then pops up to the right, chase after 
it before ramming into the next 5 scarecrows before the barriers. Jump over 
the barrier and get the next two sets of scarecrows. At the next curve, bear 
right to avoid the barriers and ram into the next 3 scarecrows.

Continue along the road and bear left since the next few sets of scarecrows 
are all to the left. Eventually, you will find a hopping red scarecrow that 
hops between both sides of the road. Try to hit it but don't fret if you don't. 
After another set of scarecrows, there will be another red scarecrow that hops 
left and right. Ram it down and jump over the barrier.

The remaining red scarecrows will mostly be jumping between both ends of the 
road, making it hard for you to hit them. The scarecrows that stand in lines 
aren't hard to hit though. Very soon, you will reach the finish line, after 
one last red scarecrow that hops left and right.

Each pink scarecrow is worth 1 point when hit. When you manage to hit every 
one of them in a single chain, you get an extra 5 points. Each red scarecrow 
is worth 10 points. Once you cross the finish line, each second left of the 
timer will grant you a time bonus of 1 point. The requirements for a gold 
medal are very hard for this game. You'll need 300 points, which is only 
achievable if you hit enough red scarecrows, especially the ones that move 
between both ends of the road. In order to hit those scarecrows, you must have 
excellent foresight. You have to adjust the speed of the cow so that you and 
that scarecrow will just intersect at that right moment. In the end, it's all 
trial and error, and it may take forever for you to get it right.

Difficulty: **

11. Tanks
This is the last game of the collection. It requires you to use probably 
everything you've learnt to play this. You play as a tank whose objective is 
to destroy all the other enemy tanks on the screen. You use the directional 
pad (or Control Stick on the nunchuck attachment) to steer your tank. You move 
the Wii Remote to move the aiming reticule around the screen to aim your 
cannon. You fire your cannon by pressing the B button, and lay mines by 
pressing the A button.

Your tank can fire up to 5 shells and lay up to 2 mines at any given time. 
Once you've fired 5 shells, you must wait for them to explode and disappear 
before you can fire more. One single hit can destroy an enemy tank, same goes 
to your tank, so be careful! In addition, the shells fired from your tank can 
bounce off the wall once, so can most of the other enemy tanks'. Keep your 
guard up so as not to be "backstabbed".

Every time you get hit, you'll lose 1 tank. The game ends when you lose all 
tanks. Every time you complete 5 levels, you'll be given an extra tank to your 

Enemy tank types
Brown tank: These tanks stay where they are and occasionally fire a shell.

Black tank: Black tanks move around and fire one shell at a time.

Green tank: Being more high tech than the previous two tanks, green tanks fire 
missiles which move faster, making them harder to avoid. Fortunately, they 
explode immediately when they hit a wall. The best way to deal with these 
tanks is to keep out of their line of sight and fire shells at the walls near 
them in an attempt to catch them with the rebound.

Yellow tank: These are the mine layers of the game. Yellow tanks just love to 
lay mines all over the place. They occasionally fire one shell at a time. 
Their mines can be detonated from a distance by firing a shell at them. Mines 
explode with a considerable radius, destroying any tank that gets caught 
within the blast. Feel free to exploit this to your advantage.

Red tank: Red tanks fire several shells at once. Your best bet is to try and 
intercept their shells with your own. In addition, it may be wise to lure them 
out to open areas of the level so as to minimise the chances of being hit by a 
rebounding shell.

Light green tank: I consider these tanks to be stationary missile batteries. 
Light green tanks fire fast missiles which bounce off the walls several times 
before disappearing. Just like the dark green tanks, keep out of their line of 
sights and try and bounce shells off the walls to destroy them.

Purple tank: Purple tanks are the smartest of the bunch. Purple tanks fire 
multiple shells at once and lay mines! When facing these guys, try to take 
them out one at a time. It's dog eat dog from here on. Kill them before they 
do the same to you!

Stealth tank: What could be worse? Tanks that are invisible! Fortunately, they 
can be picked out by the tracks they make. As the tracks accumulate in the 
level, it becomes harder and harder to see where they are. Take them out fast.

General strategies
One unique feature of Tanks is that the shells can bounce off walls. You may 
think you are safe now that the shell has flown past you, but no! Sometimes 
the shell can bounce back and hit you. Shells fired from your own cannon can 
kill you this way. Whenever you want to fight multiple shells in a tight area, 
you should fire them in a way so that they cannot bounce directly back to you 
when you miss your target.

In addition, the some parts of the walls are breakable. Those walls can be 
identified by their pinkish colour. A mine is all you need to destroy it. Red 
tanks and purple tanks have the best A.I. of them all. They actually know how 
to use cover and will be trying the same dirty tricks you use back at yourself. 
Fortunately, they seem to be vulnerable to ambushes and rebounding shots. 
Whenever you see one of the tanks turning around the corner, quickly pepper 
them with shells. The enemy will very often fail to stop them from hitting him.

Light green tanks are the most unpredictable since their missiles will bounce 
around in a haphazard way, making it hard for you to dodge them. Fortunately, 
whenever there are light green tanks, there is cover. Take cover, wait until 
their turrets are facing away from you and try to bounce a shell around the 
wall to get them.

Level rundown
Level 1: There is one single brown tank at the far side of the level. It 
shouldn't be too hard to destroy it.

Level 2: This time, you'll face 1 black tank which moves.

Level 3: One single brown tank will be hanging out at the other end of the 
level. Two black tanks will begin at the upper left and lower right corners as 
well. Spray shells at the two black tanks to destroy them before engaging the 
brown one at the other end.

Level 4: This is an entirely open level with many holes in the woodwork. 4 
tanks (2 brown, 2 black) are arranged in a rectangle to your northeast. Stay 
where you are and spray shells in their direction to wipe them out.

Level 5: You'll meet the missile firing green tanks for the first time in this 
level. Immediately move right to avoid their missiles and quickly spray shells 
in their direction. You should be able to destroy one of them or at last force 
them into the upper right hand corner, where another barrage of shells can 
easily finish them off.

Level 6: Your tank is having a show down with 4 other tanks (2 black, 2 green) 
from opposite sides of a ridge. Keep your distance and spray them with shells. 
If any tank wanders into the two corridors on the top and bottom edges of the 
level, they are sitting ducks since you can just go down there and hit them 
even more easily.

Level 7: In this level, there are 4 green tanks, each hiding in its own area 
enclosed by walls. This is all the easier for you to send shells bouncing in 
and hit them. As before, keep your distance to avoid the missiles.

Level 8: This stage features two vertical walls on both ends of the arena. 
There will be 3 yellow mine laying tanks and 2 green tanks. If anything, this 
is the best stage to practice ambushing. As soon as an enemy rounds the corner, 
pepper him with shells and he should most likely be destroyed.

Level 9: This level is divided into 4 segments, separated by walls. Since the 
2 access points (from the north and east) are narrow, it's not hard to hit the 
tanks (3 yellow, 3 black) as they emerge. Be careful of the central vertical 
wall since it can be destroyed by mines.

Level 10: You'll encounter red tanks for the first time in this level. Make 
use of all available cover to ambush the two tanks as they emerge. Once they 
get into the line of fire, there is really no escape when you pepper them with 

Level 11: This is a level with a zigzagging path. You start at the top left 
corner while the other 6 tanks (2 black, 2 red and 2 green) begin further 
along the path. As soon as you begin, shell the black tank directly below you 
to destroy it. Head down to where it was and aim your cannon to the upper 
right. It's time to play squash. Bounce shells off the wall repeatedly to 
shred as many tanks that get close. Once no more tanks try to come near you, 
it's a matter of time before you pick off any stragglers.

Level 12: We'll now say hello to those dreadful missile battery light green 
tanks. This stage is divided by two with a diagonal wall that slants to the 
right. Try your best to get rid of the red tank closest to you while leaning 
against that diagonal wall. The second red tank will come from the lower left. 
Ambush that as well. As for the two remaining missile battery tanks, the upper 
right one can be destroyed by carefully bouncing a shell off the upper edge of 
the level. As for the lower right one, you have to pop out of the diagonal 
wall from the south east end and quickly spray several shells before 
retreating back to the north. It's quite hard to not lose any tanks in this 

Level 13: This level features 4 horizontal corridors and 3 yellow tanks and 3 
green tanks. Always destroy the top left tank first. As for the rest of the 
tanks, they can be taken out from a distance while they are inside the 
corridors if you spray shells towards them. Watch out for parts of the walls 
that give way to the mines. If you are not careful, you'll get killed by a 
missile that flies through that gap.

Level 14: This is another zigzag level. You'll begin at the lower left corner 
of the stage and will face 3 red tanks and 3 light green tanks. As soon as the 
level starts, spray shells towards the red tank to your immediate right to 
destroy it. After that, move so you are directly beneath one of the small gaps 
to your north. Wait for the other 2 tanks to emerge so you can ambush them 
with a barrage of shells. This leaves the three stationary light green tanks. 
The left most one can be destroyed from where you are. Go directly south of 
the rightmost gap in the wall to the north of you and bounce a shell to the 
opposite wall to the north of that tank. After some tries, you should be able 
to blow that up without attracting that missile's attention.

The next target will be the light green tank in the upper right hand corner. 
Move your tank to the northeast and plant a mine at the breakable segment of 
the wall. Pepper shells in the mine's direction: One shell will hit the mine, 
destroying the wall, one will intercept the tank's missile and a third will 
blow that tank up. The final light green tank can be defeated by bouncing a 
shell off one of the vertical walls directly to its northwest. Take your time 
with that.

Level 15: It's the attack of the dreaded purple tanks. The one directly to the 
north of you should be taken out first. Move slightly north and wait at the 
gap in the wall. Ambush that tank fast. The other 2 tanks are to be ambushed 
at your own leisure.

Level 16: This time, we'll have 3 purple tanks and 2 light green ones. 
Immediately go north to the corner there and ambush a purple tank. Retreat to 
the south to ambush another one. The third should be ambushed at the wide gap 
to the east. Now, it's time to destroy the two light green tanks. The one in 
the southwest can be destroyed by bouncing a shell off the wall directly north 
of it. The one at the northeast can be destroyed by a barrage of shells from 
the south. Just remember to duck to the west whenever that tank fires a 

Level 17: This is a toughie. You start at the southwest of a stage with 6 
light green tanks. Go right and destroy the central tank with a bouncing shell. 
Now, go north and send a shell bouncing into the enclosure to the right. You 
should be able to blow the tank directly to your east after some tries and 
careful dodging. After that, blow up the breakable wall section directly 
northwest of your starting point so as to get a clear shot at the tank 
directly to your west. With that dealt with, blow up the breakable wall 
section to the northwest and fire a shell through the resulting gap to destroy 
the northwest enemy tank. The other two tanks can be destroyed by first 
blowing up the breakable wall section closest to them before you follow up 
with a barrage of shells. This level is easier said than done.

Level 18: This is another exercise in ambushing the enemy. You start at the 
lower left hand corner. Hide behind a wall and wait for the tanks to come 
around the corner so you can ambush them. When no more tanks will proactively 
come to you, head over to the central east-west corridor and destroy the light 
green tank there with a bouncing shell. Make your way to the other side and 
it'll be easy to hunt down the stragglers.

Level 19: This stage pits you against 8 purple tanks. Fortunately, the path is 
zigzagging. Start by barraging the tank directly to your east with shells. 
Once it is destroyed, wait at the corner for any purple tanks to come. If any 
tanks pop out of the corner, blow them to bits. Extra gaps can be made 
available if those purple tanks are trigger happy with their mines. Make your 
way to the top of this level and ambush all purple tanks and you're done.

Final Level: This is an entirely open level where you will have to fight two 
stealth tanks! Keep an eye on the tracks on the ground to determine their 
positions. It'll take some fancy dodge and sometimes dumb luck to make it 

Ranking system
Beating the first 20 levels will net you a gold medal. Once you've done so, 
you are free to replay this game, now that all 100 levels will be unlocked. As 
an arcade style game where you can't save your progress, progressing through 
this game is easier said than done. If you are curious about what's it like, 
feel free to check video sharing sites. Good luck, soldier!

Difficulty: ***

|                            III. CONCLUSION                                 |
Despite how the gaming community bashes this game, calling it a lame way to 
get a Wii Remote, Wii Play is actually very fun if you can look past the 
prejudices. Gameplay may be simple, but simplicity is sometimes good as it 
attracts a wide audience to play this game. In addition, it encourages 
constant replaying since one can take it in bite size pieces. After all which 
game is more likely to be replayed, a long drawn out adventure game that can 
stretch for days (e.g. Legend of Zelda: Twilight Princess) or small chunks 
that can be begun and ended in a short time (Wii Play)?

In my opinion, the most fun game is Pose Mii, the most challenging one is 
Tanks. On the other hand, the most headache inducing game has got to be Find 
Mii. If you got a friend with you, there is no question that Laser Hockey 
provides the best two player experience. It's air hockey, after all!

As of May 2008, this game has sold over 12 million copies worldwide, besting 
blockbusters like Super Mario Galaxy, Halo 3 and Resistance Fall of Man. 
Considering the fact that the Tanks game provides a very lengthy experience 
(it has 100 levels after all), this game isn't something that can be 
marginalised, despite the incentive of the free Wii Remote. This guide is 
copyright 2008-2010 to Kylohk. It's to be posted exclusively on GameFAQs, so 
don't bother asking.

View in: