Am with Appel here. Java applets are deader than an extinct deceased dodo. Time to move on, time for Android!!!:-
My proposal is as follows:-
* Java4K is changed to an Android only contest.
* Same 4K limit applies, you can write your game/logic using an Android SurfaceView/Canvas or equivalent.
* Obviously we have the Android set-up bloat. A game .apk would probably be around 250-300K. This is where dex2jar http://code.google.com/p/dex2jar/ comes in. This is handy little tool, which will convert your .apk to a .jar file. The resultant .jar file can be checked to see if the custom code is under 4K (maybe a script on the java4k website when the dev submits their apk).
* Games (.apk) can still be hosted on Java4k (disk space permitting, appel?), no need to submit to Google Play. Just a little message on the website instructing the ppl to change their Android settings to allow installation of games from Non-Market sources.
The rules would obviously disallow images in resources, running external Intents etc. A few things would need to be ironed out, for example whether to allow 1 SurfaceView XML layout etc. Only the start-up Icon would be allowed.
I just tried this now. I created a little program to move a circle around my phone. My main activity had 100+ lines of code and uncompressed (after dex2jar) .class file was 3k. (The resultant .jar file also had 10 other R**.class files, I guess we can ignore these).