So (tries to change the subject)
I want different Wii colors. I thought it was great how GC launched with two colors (although who would pick purple?). Jet Black Wii would be <3.
As far as that new motion attachment (looks like it has another spot to plug things into it under it, I was worried for a second it'd be it's "own" attachment), what would they need 1:1 controls for when they're catering to a casual audience? I'm hoping this is a sign that they might start producing some games we have try to win at, instead of games where it takes effort to die (Come on, how easy was TP?).
How about a game that requires two wiimotes (since the nunchuck doesn't have very accurate motion sensors, atleast not compared to this new motion plus attachment) per person? Like our own RPG on the Wii, and with every new weapon, there's a new set of double wiimote actions. Like one of the setups, you can choose a short sword and a shield, obviously you're gonna equip the sword to the hand you're good with in real life (that way it's friendly with lefties and righties). Then equip your shield to the other hand. Then the shield wouldn't be like in normal RPGs, it doesn't raise your defense at all at first, you're using it to physically (in-game) block attacks. When you're first playing, the shields wouldn't be very big, so it'd take some skill to just block. But once you got further in, you could even parry and counter-attack (but when you got to some of the bigger shields, they'd be heavier and would require being much more precise in motion to parry, if at all).
Spells could do something clever, but it shouldn't be too timely or cheesey in performing (I don't want to look like harry potter at the TV lmao, I also don't want to have to perform 5 seconds of arm waving every turn for a simple cure spell either. Maybe something like Trauma Center, with drawing something on the screen in quick succession), but being as simple as mashing buttons for a short duration wouldn't be too good either. A mix between performing some action depending on the skill, and as you advance in the game, you find out there's certain movements you can alter when performing the spell and it'll buff the effects. Which turned out to be there the whole time, you just needed to know what you were doing (nothing dramatic, like you're putting in your motions for thunder, you hear a different activation sound from the wii remote and then see it became a multi-hit instead of single target that round. Then you sit there with a "Wtf, how did that happen?" and try to recreate it next battle but you don't know what you did). Of course it wouldn't take the place of leveling up or getting new spells, but it'd give a little bit of extra replayability (not that most RPGs don't have tons of that already) when you give it a second playthru. Maybe you completely screw up a healing spell and it damages the person instead.
Summons could be something neat too, like you have to draw a basic square on the screen with a line thru it. Then you experiment and find out if you draw the line diagonally thru the square instead, it buffs your summon's attack but it hinders their defense. Then you try doing it diagonally the other way and find it's magic def. is buffed, but it's magic attack is nerfed. Then you do two lines to make it into four boxes and see everything is balanced. You'd be able to adapt it to the situation, maybe a boss has horrid magic defense and attack, but great defense and strong magic attack. You just adjust your summoning box so your summon matches up with strong physical attacks and magic defense and nothing in physical attack and a little bit in defense. Hell, maybe you goof off and draw a smiley face inside a circle for a summon and it has a new attack from where you drew the eyes. It could be done a lot better, but it's just a idea.
My money is going towards the new AC:Wii and a new Starfox (since there's that rumoring going around about it now).