Personal Trainer: Walking

From Wikipedia, the free encyclopedia
Jump to navigation Jump to search
Personal Trainer: Walking
PAL region box art
Developer(s)Nintendo NSD
Creatures Inc.
Director(s)Naoya Morimuta
Hirofumi Matsuoka
Toyohisa Tanabe
Producer(s)Kiyoshi Mizuki
Shinya Kawada
Designer(s)Takayuki Nakayama
Programmer(s)Kazunari Usui
Artist(s)Kazuya Yoshioka
Yuka Kotaki
Composer(s)Yasumasa Yamada
Platform(s)Nintendo DS
  • JP: November 1, 2008
  • EU: June 5, 2009
  • NA: May 25, 2009

Personal Trainer: Walking, known in PAL regions as Walk with me! Do you know your walking routine? and in Japan as Aruite Wakaru Seikatsu Rhythm DS (歩いてわかる 生活リズムDS, lit. A Life Rhythm that You can Understand by Walking DS), is an exergaming application developed by Nintendo Network Service Development (Nintendo NSD) and Creatures Inc. for the Nintendo DS. The pedometer accessory was developed in-house at Nintendo NSD, while the software portion was developed in conjunction with Nintendo NSD, Creatures Inc., and Engines.

It is part of both Nintendo's Touch! Generations brand and Personal Trainer series.[1] It is one of the very few Nintendo DS titles that support the use of Mii characters.


Personal Trainer: Walking allows up to four users to track their walking, jogging or running activities through a series of graphs, charts and statistics, as well as set goals for themselves. The game is packaged with two infrared pedometers that communicate to the game the user's walking data. Additional pedometers will be sold separately.[2][3]

The game uses Miis to track each user's progress, and allows users to either create a Mii in-game (A first for the Nintendo DS), or wirelessly transfer an existing Mii from a Wii console's Mii Channel to their Nintendo DS.[4] The game also features a number of minigames to unlock, and users can also upload their data online via the Nintendo Wi-Fi Connection to add to weekly leaderboards and a world step count that plots a virtual trek across the solar system.[5]


Official Nintendo Magazine scored the game 75%, noting the health benefits of exercising and addictiveness of following statistics, but also noted the inherent pointlessness of the game.[6]

The game sold 26,000 copies in its first week of release in Japan.[7]

See also[edit]


External links[edit]