<?xml version="1.0"?>
<rules pending="13">
  <rule id="1" competitions="0"><b>Some part of the game display must be recursive.</b> Examples: the game could take place in a tunnel made of repeating shapes, or the background could be a fractal, or the game could just have a minimap.</rule>
  <rule id="2" competitions="0"><b>The game must make use of the rotate_sprite function.</b> </rule>
  <rule id="3" competitions="0"><b>The game must use exactly 2 colors.</b> For example, black and white, or red and blue. Any two, but only two.</rule>
  <rule id="4" competitions="0"><b>The game must use at most 3 colors.</b> That's probably going to be black, white, and something else, but they can be any 3 (or any 2).</rule>
  <rule id="5" competitions="0"><b>The game must use perspective or at least something that fakes it.</b> Even two separate layers or a bunch of "stars" scrolling at different speed are OK.</rule>
  <rule id="7" competitions="0"><b>The game must use mouse input.</b> It may still use keyboard, joystick, or anything else, but it must use a mouse.</rule>
  <rule id="8" competitions="0"><b>The game must be controlled using solely one button.</b> You may not use any other method of input.</rule>
  <rule id="9" competitions="0"><b>The game display area must be limited to a 32x32 pixel rectangle.</b> For viewability purposes you may zoom it in at the final stage, but entire rendering should be done on a 32x32 bitmap.</rule>
  <rule id="10" competitions="0"><b>The game must feature a weapon firing at high rate with compulsory auto-fire.</b> </rule>
  <rule id="11" competitions="0"><b>The game must feature high number of autonomic "creatures" driven by some kind of AI which is similar for all of them.</b> This could be from a full-fledged swarm to large numbers of pacing goombas.</rule>
  <rule id="12" competitions="0"><b>The game must be an RTS.</b> You don't have to write Starcraft 2 here, though; anything that's real-time and requires anything resembling strategy will do.</rule>
  <rule id="13" competitions="0"><b>The game must be turn-based.</b> Anything that allows player to think before making his move will do (try avoiding making multiplayer games with no optional AI, as second player isn't always at hand).</rule>
  <rule id="14" competitions="0"><b>The game must feature objects the player can collect.</b> </rule>
  <rule id="15" competitions="0"><b>The game's title must be "Blobs".</b>  You can have any subtitle to your liking, but the main title must be "Blobs".</rule>
  <rule id="18" competitions="0"><b>Typing/Pressing any English alphabet character on the keyboard must produce some kind of result.</b> </rule>
  <rule id="19" competitions="0"><b>Make a simple RPG.</b> Even a single quest with no character leveling is okay.</rule>
  <rule id="20" competitions="0"><b>The game must feature something that grows.</b> </rule>
  <rule id="21" competitions="0"><b>The game must feature particles.</b> Rain, dirt, and fireworks are some examples.</rule>
  <rule id="22" competitions="0"><b>The game must be about some kind of micro-environment.</b> Exanples include the life of a bacteria or a worm, or switching circuits on a chip.</rule>
  <rule id="24" competitions="0"><b>The game must use some kind of preconstructed levels.</b> For exanple: maps or wave information.</rule>
  <rule id="25" competitions="0"><b>The player's representation in the game must be a circle drawn with circlefill.</b> That is, the main character must be drawn with circlefill.</rule>
  <rule id="26" competitions="0"><b>The game must make use of some kind of tile map.</b> </rule>
  <rule id="28" competitions="0"><b>The game must be about hiding.</b> This could be as complex as enemies and line-of-sight or as simple as dark areas where player is safe and hidden.</rule>
  <rule id="29" competitions="0"><b>The game must feature some kind of destructible terrain or map.</b> </rule>
  <rule id="31" competitions="0"><b>Some kind of plasma must be present in the game.</b> Plasma textures, animated plasma palette effects, plasma cannons, and cytoplasm are good examples.</rule>
  <rule id="36" competitions="0"><b>The game must have some kind of fire.</b> For example, the fire could be the player, the enemy, or part of the level.</rule>
  <rule id="37" competitions="0"><b>The game must contain no text.</b> This isn't just restricted to text output, though. Drawing letters using putpixel, blitting, primitive drawing or otherwise is prohibited too.</rule>
  <rule id="40" competitions="0"><b>The game must be entirely upside-down.</b> Bonus points if left/right are also reversed, or perception of upside-down can change during gameplay.</rule>
  <rule id="44" competitions="0"><b>Everything displayed must be a rectangle, no curves!  Kudos for you if you manage to square variables in your code.</b> </rule>
  <rule id="45" competitions="0"><b>The game must feature an Offensively Orange Person.</b> </rule>
  <rule id="46" competitions="0"><b>The game must be about politics.</b> </rule>
  <rule id="47" competitions="0"><b>The game must contain both a pig and a cow.</b> </rule>
  <rule id="49" competitions="0"><b>Your game must feature house rooftops.</b> </rule>
  <rule id="51" competitions="0"><b>The game must include a rolling ball.</b> </rule>
  <rule id="52" competitions="0"><b>The game must use only 2 colors on screen at any given time.</b> For example, it could use black and white, and could change to red and blue when you get a certain powerup.</rule>
  <rule id="53" competitions="0"><b>The game must use two directional inputs.</b> That is, a total of 4 axes of movement, such as two analog sticks.</rule>
  <rule id="63" competitions="0"><b>The game may use only the colors white, black, cyan and magenta, and the resolution must be 320x200.</b> The final screen may be stretched double or triple for better enjoyment of users. CGA mode!</rule>
  <rule id="58" competitions="0"><b>The game must have at least 2 levels.</b> </rule>
  <rule id="59" competitions="0"><b>The game must use scrolling of some kind.</b> This could be scrolling on a map, a large text box, or even a parallax background.</rule>
  <rule id="92" competitions="0"><b>The playfield must wrap around.</b> Either horizontally, vertically or both is fine.</rule>
  <rule id="72" competitions="0"><b>The game must use polygons (lines).</b> Sprites should be fully destructable and/or reshapeable.</rule>
  <rule id="82" competitions="0"><b>The game must be drawn only with rhombi and trapezoids.</b> 
</rule>
  <rule id="83" competitions="0"><b>The player must control many unconnected objects at one time.</b> It's up to you whether these are all the same thing, or all different things.
</rule>
  <rule id="84" competitions="0"><b>Some part of the display must be kaleidoscopic.</b> 
</rule>
  <rule id="96" competitions="0"><b>The game must feature pizza.</b> </rule>
  <rule id="97" competitions="0"><b>The game must have at least 3 types of guns with very different effects.</b> </rule>
  <rule id="87" competitions="0"><b>The game must use color as a gameplay element.</b> Simply distinguishing things with different colors is not enough. The color itself must matter, for example by having orange items with the properties of both red and yellow items.
</rule>
  <rule id="93" competitions="0"><b>The game must feature bouncing.</b> 
</rule>
  <rule id="94" competitions="0"><b>The game must use the <a href="http://www.allegro.cc/manual/api/drawing-primitives/calc_spline">calc_spline</a> function.</b> See <a href="http://www.allegro.cc/manual/miscellaneous/available-allegro-examples/exspline">exspline</a> for more information.</rule>
  <rule id="95" competitions="0"><b>The player should be the "bad guy" and the enemies should be the "good guys".</b> The objective is do something evil.</rule>
  <rule id="100" competitions="0"><b>The game must feature a castle, a princess and a knight.</b> </rule>
  <rule id="101" competitions="0"><b>The game must only use forms that are exactly identical in size and shape.</b> Color differences are OK, but rotations and reshaping are not.</rule>
  <rule id="102" competitions="0"><b>The game must use highly irregular, unique shapes that should be as unique as possible.</b> No regular forms of any kind are allowed, including 1-pixel shapes.</rule>
  <rule id="105" competitions="0"><b>The game must heavily use ropes and elasticity.</b> </rule>
  <rule id="107" competitions="0"><b>The game must feature a war between two groups that are very strange to each other.</b> Examples include Aliens vs. Dwarfs or Robots vs. Angels.</rule>
  <rule id="114" competitions="0"><b>The game must read __FILE__ and make some use of it.</b> Examples include showing lines of code in background, or constructing graphics out of it.</rule>
  <rule id="6" competitions="1"><b>Some kind of gravity must be present in the game.</b> Constant gravity and gravity generated by a point mass are equally fine.</rule>
  <rule id="17" competitions="1"><b>The game must feature a slogan.</b> This can be a main character's catch-phrase, subtitle, or anything.</rule>
  <rule id="23" competitions="1"><b>Water must be present in the game.</b> </rule>
  <rule id="27" competitions="1"><b>The game must only use Allegro's text output functions with the default font for drawing.</b> You may use helper functions such as clear or the various blitting routines, but the game's graphics should be made of characters.</rule>
  <rule id="30" competitions="1"><b>The game must use a top-down view.</b> </rule>
  <rule id="32" competitions="1"><b>The game must be of the puzzle genre.</b> Anything that requires some thinking to solve is acceptable.</rule>
  <rule id="33" competitions="1"><b>The game must feature keys and locks.</b> </rule>
  <rule id="34" competitions="1"><b>The game must be played inside of its source code.</b> You should load __FILE__ and in some way use that to control the setting of the game. This doesn't have to be direct, but it should be evident.</rule>
  <rule id="38" competitions="1"><b>The game must feature bananas.</b> </rule>
  <rule id="41" competitions="1"><b>The game's text must be in 1337-speak.</b> Da gAm3 T3x7s mU$7 bE 1n dA h0rR1bl3 l33t-sP3ak1n 1an9uAg3. w00t!</rule>
  <rule id="48" competitions="1"><b>The game must be strongly centered around the shape of California.</b> </rule>
  <rule id="50" competitions="1"><b>The game must feature robots.</b> </rule>
  <rule id="62" competitions="1"><b>The game must be entirely ASCII-art.</b> </rule>
  <rule id="60" competitions="1"><b>The game must use polar coordinates, instead of rectangular coordinates.</b> You may still convert to rectangular for drawing.</rule>
  <rule id="65" competitions="1"><b>The game must be drawn using only lines, and no more than eight.</b> Additional text is allowed but only for information like score, time, etc.</rule>
  <rule id="70" competitions="1"><b>The window must be taller than it is wide.</b> For example, running at 480 x 640 resolution.</rule>
  <rule id="73" competitions="1"><b>The game must be about deciphering a code.</b> </rule>
  <rule id="99" competitions="1"><b>The game must be strongly centered around the shape of the Republic of Tajikistan.</b> </rule>
  <rule id="81" competitions="1"><b>The game must consist entirely of regular filled polygons with no more than 8 sides.</b> Regular means that every angle and side length must be the same. You may also use text, but only for status displays like score and time.
</rule>
  <rule id="89" competitions="1"><b>The game must feature copious amounts of blood.</b> Realism is not necessarily expected.
</rule>
  <rule id="91" competitions="1"><b>The game must feature eating/consuming something.</b> </rule>
  <rule id="104" competitions="1"><b>The game must feature a symbol of luck.</b> Use four-leaves clovers, horseshoes, rabbit feet, etc. Kudos for adding bad luck symbols too.</rule>
  <rule id="110" competitions="1"><b>The game must feature a flying saucer landing on a planet.</b> </rule>
  <rule id="42" competitions="2"><b>The game must use just the mouse.</b> No keyboard allowed!</rule>
  <rule id="43" competitions="2"><b>The game must feature something undestructible which is constantly trying to kill the player and some other thing which must be destroyed by the player.</b> </rule>
  <rule id="54" competitions="2"><b>The game must use the trigonometric functions.</b> These include sin, cos, tan, atan2, and others.</rule>
  <rule id="116" competitions="2"><b>The game must feature gravity, whose direction changes at some point.</b> This could be by player action, timer, or at random. Think like an Escher painting. Cookies if the screen rotates as well.</rule>
</rules>
