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So difficult, in fact, that the only way that we knew how to do it for the past three years involved exploiting a hardware bug (!) exclusive to the Wii.

I go into this in more detail in the thread I linked above, but a very-brief summary is that on Wii, if you write to a memory address that is "misaligned" (not a multiple of four), and "uncached" (the high byte of the address is C0 instead of the usual 80) - then the console won't just write to the address you specified, it will also write to some of the surrounding memory.
(A fun fact is that this hardware bug was used in old versions of the Homebrew Channel to detect whether it was running in Dolphin Emulator or a real Wii.)

Anyway, that hardware bug was just useful enough that it allowed us to set both the current cutscene AND trigger a fake loading zone on Wii, which was enough to credits warp.