NEW YORK(AP)
Sumo wrestlers were the main inspiration behind Wii Fit,
Nintendo's latest attempt at getting you off the couch when you
play video games.
Because they are so huge, sumo wrestlers need two scales to
weigh themselves. Wii Fit's balance board works kind of like
two scales fused together, which, as its designers found, makes it
instantly more fun than just one. The game has sold more than 2
million copies in Japan and it's been a hit in Europe. Nintendo
Co. hopes to recreate that success when Wii Fit goes on sale in the
U.S. on Monday.
In the U.S., pre-launch buzz around the game _ whose activities
range from yoga to snowboarding _ is reminiscent of the Wii's
debut. The console, initially elusive in stores and online, is
still often in short supply a year and a half after its
release.
Wii Fit, which costs $89.99, is currently sold out in pre-launch
sales on Amazon.com and the Web sites of retailers GameStop Corp.
and Wal-Mart Stores Inc., while Best Buy Co.'s Web site lists
it as "coming soon."
"Our main premise in creating Wii Fit was (to) create a
game that allows you to check your weight," Shigeru Miyamoto,
the legendary game designer behind Mario and Zelda, told The
Associated Press through a translator during a recent visit to the
U.S.
Miyamoto, 55, started checking his weight daily about five years
ago, a few years after he began exercising to stay healthy.
Tracking his progress, he said, was fun and his family soon caught
the bug.
"We ended up buying a brand new scale, and I started
thinking that if there was a way I could weigh myself in the living
room and make a product out of it, that would be something
everybody could relate to," Miyamoto said.
With the scale as a launching pad, Miyamoto and Wii Fit's
other developers added balance-based fitness activities and games.
In one, you play a penguin trying to catch fish in the air while
balancing on a block of ice. Like the Wii's motion-sensitive
wireless controller, Wii Fit's balance board is intuitive and
takes no video game skills to master.
During play the balance board becomes a snowboard, skis or a
tightrope. The game's fitness regimen includes yoga, aerobics
and strength training, as well as tracking of your weight and body
mass index. You can even jog without the board, holding the
Wii's wireless controller in your hand. The exercises start in
one- or two-minute spurts, so you don't overextend yourself,
and you progress to new levels as you get more proficient.
The goal of Wii Fit, Miyamoto said, is simply to get people to
think more consciously about their health.
Instead of going after core-gamers _ the "Grand Theft
Auto" audience of boys and young men _ Nintendo has been
roping in the whole family, including moms and grandmothers, and
getting them playing (and buying) the Wii.
Wii Fit seems to be expanding the Wii's audience even more.
In Japan, between 30 percent and 40 percent of people who bought
Wii Fit also bought a video game system for the first time,
according to Miyamoto.
Mike Hickey, an analyst with Janco Partners, said Wii Fit
exemplifies how the appeal of video gaming has expanded.
"It's becoming less threatening, easier to
digest," Hickey said.
The game's launch outside the holiday season may also show
the industry is maturing into a form of mainstream entertainment.
While game companies still make most of their money around the
holidays, Hickey and other analysts expects this to change.
"There is no reason you have to be tied to the holiday
months any more," he said. "Like the movie business
(games are) a legitimate form of entertainment in the non-Christmas
tree months."
While some in the industry have questioned how long Nintendo can
keep its momentum _ after all, more causal gamers may not want to
spend every spare dollar on a new video game _ analysts are
upbeat.
"I don't think we even had the imagination a year ago
that Wii Fit could be compared to 'Grand Theft Auto,"
Hickey said, referring to the popular crime game franchise, whose
latest installment shattered sales records when it hit store
shelves last month.
If U.S. sales compare to Japan's, Hickey said Wii Fit will
likely sell about 3 million copies in its first couple of months,
depending on supply constraints.
Cammie Dunaway, executive vice president of sales and marketing
at Nintendo of America, said people have responded in
"unprecedented numbers to retailers' pre-sales."
While the game sold out online, Dunaway said Nintendo wants to
ensure there is a "healthy balance" between brick and
mortar stores and online pre-orders.
With its exercise components, weight and body mass index
tracking (as well as gentle nudging when you don't exercise for
a few days) Wii Fit can certainly sound more like a health gadget
than a game. In Miyamoto's eyes, however, it's a video
game.
"In my mind anything that lets you interact on a TV screen,
technically speaking, is a video game," he said. "But
it's true that with Wii Fit you are doing things that you
typically don't do, like checking your weight."
Copyright 2008 The Associated Press. All rights reserved. This material may not be published, broadcast, rewritten or redistributed.