More or less my point exactly (2DBoy satisfied Nintendo's requirements even as a tiny two-many indie outfit). Actually, all things considered Nintendo is doing *fantastic* with indie PC devs - they have 2DBoy (World of Goo), Nicalis (Cave Story, La Mulana, and Night Game), and the Super Meat Boy guys. Microsoft's presently got Jonathan Blow for Braid and Derek Yu for Spelunky, and Sony has Jenova Chen (flOw, Flower, etc) and Jonathan Mak (Everyday Shooter).
All in all, a good time to be a talented indie dev.
Playing devil's advocate for a moment: what truly amazing stuff have we seen from the "not-a-day-job" indie devs on the Microsoft and Apple stores? There have been several excellent indie games of late (Braid and World of Goo come to mind immediately), but I notice that they came from small teams who put their money where their mouths were and took on game dev full-time. The biggest exception I can think of is the fabled Cave Story, which saw enough success as a freeware game on Win/Mac/PSP that it's getting a WiiWare port from Nicalis... and Nicalis qualifies under Nintendo's requirements.
OK, no more devil's advocate. I think Nintendo is using their dev requirements as a crude quality filter. It doesn't feel fair (speaking as a sometimes indie dev myself), and there's a chance that they'll miss the next big thing that somebody cooks up in their garage... but they appear to be willing to take that risk. Guess it wouldn't sting quite as much in my case if there wasn't so much first-party crapware on the DSiWare store... clocks and calculators? I definitely prefer open platforms, even with the attendant flood of me-too crap.
Except I'm pretty sure that there are modern languages and libraries that can handle this without Fortran. I don't have much experience with it myself, but I'm pretty sure that's exactly what MATLAB is for, for one.
Dynamically binding, you realize the magic. Statically binding, you see only the hierarchy.