Here are a few new products that will be coming out.

1. The Game Boy advance is still in Japan, but it should be in America by the end of June! It has the same grapics as the Super NES (I was supprised as heck that it was just a real little Super) 

2. As you all know paper Mario is comming out I think it is kind of bizzare. One of your tasks is to bake a cake! Mario returns to his hammering times too. There are many more off-beat challenges in this game

3.The Game Cube (here are some things about it and a few comparisons).
Official Name
                              NINTENDO GAMECUBE
           MPU("Microprocessor
           Unit")*
                              IBM Power PC "Gekko"
           Manufacturing Process
                              0.18 Microns Copper Wire Technology
           Clock Frequency
                              405 MHz
           CPU Capacity
                              925 Dmips (Dhrystone 2.1)
           Internal Data Precision
                              32bit Integer & 64bit Floating-point
           External Bus Bandwidth
                              1.6GB/second(Peak)
           External Bus Bandwidth
                              1.6GB/second(Peak) (32bit address,
                              64bit data bus 202.5MHz)
           Internal Cache
                              L1: Instruction 32KB, Data 32KB (8
                              way) L2: 256KB (2 way)
           Internal Cache
                              L1: Instruction 32KB, Data 32KB (8
                              way) L2: 256KB (2 way)
           System LSI
                              "Flipper"
           Manufacturing Process
                              0.18 microns NEC Embedded DRAM
                              Process
           Clock Frequency
                              202.5MHz
           Embedded Frame Buffer
                              Approx. 2MB
           Embedded Frame Buffer
                              Approx. 2MB Sustainable Latency :
                              5ns (1T-SRAM)
           Embedded Texture Cache
                              Approx. 1MB Sustainable Latency :
                              5ns (1T-SRAM)
           Texture Read Bandwidth
                              12.8GB/second (Peak)
           Main Memory Bandwidth
                              3.2GB/second (Peak)
           Color, Z Buffer
                              Each is 24bits
           Image Processing
           Function
                              Subpixel Anti-aliasing, Multi-texture
                              Mapping/Bump/Environment, MIPMAP,
                              Real-time Texture Decompression,
                              Real-time Decompression
           Other
                              Real-time Decompression of Display
                              List, HW Motion Compensation
                              Capability
 

          *The Gekko MPU integrates the power PC CPU into a custom,
          game-centric chip.

          (The following sound related functions are all incorporated into the
          System LSI)

           Sound Processor
                                  Special 16bit DSP
           Instruction Memory
                                  8KB RAM + 8KB ROM
           Instruction Memory
                                  8KB RAM + 8KB ROM
           Data Memory
                                  8KB RAM + 4KB ROM
           Clock Frequency
                                  101.25 MHz
           Maximum Number of
           Simultaneously Produced
           Sounds
                                  ADPCM: 64ch
           Sampling Frequency
                                  48KHz
           System Floating-point
           Arithmetic Capability
                                  13.0GFLOPS (Peak) (MPU,
                                  Geometry Engine, HW Lighting
                                  Total)
           Actual Display Capability
                                  6 million to 12 million
                                  polygons/second
           Actual Display Capability
                                  6 million to 12 million
                                  polygons/second (Display
                                  capability assuming actual game
                                  with complexity model, texture,
                                  etc.)
           System Main Memory
                                  24MB Sustainable Latency : 10ns
                                  or lower (1T-SRAM)
           A-Memory
                                  16MB (100MHz DRAM)
           Disc Drive
                                  Data Transfer Speed 16 Mpbs to
                                  25 Mbps
           Media
                                  8cm NINTENDO GAMECUBE
                                  Disc based on Matsushita's
                                  Optical Disc Technology
           Media
                                  8cm NINTENDO GAMECUBE
                                  Optical Disc Approx. 1.5GB
                                  Capacity
           Input/Output
                                  Controller Port x4
                                  Digicard Slot x2
                                  Analog AV Output x1
                                  Digital AV Output x1
                                  High-Speed Serial Port x2
                                  High-speed Parallel Port x1
           Power Supply
                                  AC Adapter DC12V x 3.5A
           Main Unit Dimensions
                                  150mm(W) x 110mm(H) x
                                  161mm(D)