Wii Fit! Can your really lose weight using one?
David GWii Fit takes the whole concept of games as exercise to a new level with the inclusion of a balance board peripheral that can tell you on the fly exactly how well–or how poorly–you’re doing with its various activities. As such, Nintendo is heavily marketing this innovative title as a mixture of fitness and fun, and for the most part it works. It’s a decent alternative for those bored with the repetitiveness of going to a gym or too self-conscious to join a yoga or aerobics class. Unfortunately, Wii Fit is hamstrung by some odd omissions (such as not being able to create your own program from the available exercises) and questionable health advice, limiting its effectiveness both as a fitness tool and as a game.
At the core of the Wii Fit experience is the new balance board, an elegant-looking yet surprisingly sturdy peripheral which features several internal scales that can detect changes in weight and pressure as you’re standing on it. The board–which is also quite hefty at roughly 8.8 lbs (4kgs)–interacts wirelessly with the Wii, and takes four AA batteries (which are included). The board has four rubber feet to help prevent it from slipping on smooth surfaces (and even comes with four extra feet that can be used to raise your balance board higher should you have thick carpet on your floors). Like the Wii Remote before it, the balance board is intuitive to use once you get into an exercise or game in Wii Fit, with its extreme sensitivity allowing it to pick up even the most minute shifts in weight. Its sensitivity only goes so far, however, with the board able to take only 330lbs (150kg) maximum weight, locking out the particularly robust from joining in on the Wii Fit fad.
Not that plus sizes need worry that they’re missing out on a prime weight-loss opportunity. Despite its moniker, Wii Fit isn’t a total fitness solution, with its included exercises focusing more on improving muscle tone and balance than on cardio and weight loss. What it does offer is a better way to track your weight, body mass index (BMI), and time spent exercising both within the game itself and from any other external activities, giving users a clearer picture of how their health is progressing over time. It’s no more going to make you super-fit than Wii Sports is going to make you a tennis pro, but it can provide a strong anchor for a more expansive fitness regime should you have the motivation.
As a title focused on health, Wii Fit makes some fairly significant judgments about its users’ fitness. This happens right from when your Mii is first registered with the game; after inputting a date of birth and height, you’re asked to step on the balance board for a weigh-in (all guided onscreen by a cartoon version of the board). From the height and weight data, a user’s BMI is calculated, with the user tagged as underweight, ideal, or overweight depending on the BMI score. A simple balance test then occurs (usually involving having to shift your balance to certain areas within a time limit) before your Wii Fit Age is displayed in large numbers on the screen. Only one Wii Fit Age result can be recorded daily, although you can practice the variety of balance tests as many times as you want.
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But as with any form of exercise, you won’t get real results by cheating. Wii Fit’s list of yoga and muscle exercises do have the potential to tone muscles and improve balance with regular use, although with only 30 moves in total, it’ll get old rather quickly. It’s puzzling, then, that Wii Fit initially locks most of the exercises, with time spent using the title the only way to unlock them. New activities are unlocked roughly every 10 minutes of use, which means you’ll need five or six hours of Wii Fit play time before you get full access to all of its activities. And any unlocked activity can only be played with the profile that gains it. That means if you have several people registered on the one console, all of them would have to unlock the activities individually. What’s even more baffling is the lack of an option for players to create their own workout programs by stringing exercises together. That means you can’t choose, let’s say, four yoga, three muscle, and two aerobic exercises to create a tailored half-hour program. Instead, you’ll have to select an activity using the Wii Remote, perform it, jump back into the main menu, select another activity, and so on. It’s jarring, and certainly not the smooth workout experience many were probably expecting from Wii Fit. 
This strange lack of functionality extends to the “fun” parts of Wii Fit–the aerobic and balance games. There are scant few multiplayer options in this title, meaning players can’t directly take on family and friends in any of the games (two-player jogging being an exception). Considering Nintendo’s strong social push with the Wii, this is a strange move. Thankfully, most of the games are quick affairs, although it’s still annoying to have to kick all the way out to Wii Fit’s main menu to select another Mii to play with. Some of the games themselves are rather shallow, too, and will fail to excite most people after a couple of weeks. Perhaps the best game of the bunch is the table tilt game, which becomes increasingly difficult and can really push your balance control.
Wii Fit’s included exercises do have the potential to positively impact your health, but thanks to its lack of exercise options, poor support for multiplayer, and shallow health advice, this title isn’t a gaming fitness revolution. What it does do is serve as a great introduction to the very impressive balance board, a peripheral which is already being lined up for use in other games. But for a game that’s being marketed so heavily on fitness and fun, Wii Fit is a little underweight in both but fun none the less and can help you begin to get fit as part of a full diet and fitness regime.














