As for the Wii, you can run some Flash content - Flash Lite is available, as with Windows Mobile phones and the Chumby.

http://www.joystiq.com/2009/09/01/wii-internet-channel-now-free-in-japan-and-europe-with-updated/

Disclaimer: I am a developer, and a fan of both Apple products and Adobe Flash as a development platform.

The point most developers are missing is this is also *management* issue. Supporting multiple platforms for a development project is expensive. If I can write a library or a core module of my application once and use it across platforms, with maybe only a custom display tier, I can have a broader reach for less money. Java wanted to be this in 1996, but Flash really made it happen, particularly with Flex. And that's ignoring entirely the pain of cross-platform testing (think: IE vs. Web Standards).

The side effect of this is that the *user experience* is not native on all of these platforms - the menus and widgets are Flash, not native. If you haven't done your research and design properly the app will not work in a way that makes sense to users of each different platform.

And this is what Apple won't let happen. Apple spends so much money on a crafted user experience, and they don't want that cheapened by lazy developers who don't want to learn what makes the iPhone the iPhone.

In other words, Apple doesn't want "same crap, different App Store."