There’s the rub: if you want AWT/Swing support and native compiled EXEs, currently you have to pay $800 for Jet Professional + JetPerfect. What’s more, by the time AWT and Swing support is compiled to native code, you’ll have a particularly large binary anyway (as I have discovered - just one tiny accidental reference to AWT in AF caused the executable to bloat by 4MB).
This solution is for backroom game coders who would like to deploy on Windows. It is not a solution for
a) Big Game Studios, who either have the resources and clout to ship a JRE with their game, or are able to buy Jet Professional anyway;
b) MacOS, which doesn’t need it;
c) Linux, which is not a viable market for this product;
d) Anyone who feels that AWT & Swing are necessary to write games.
but it is a solution for:
a) Developers who want an end-user friendly deployment option on Windows;
b) Developers concerned with performance (there are situations where AOT compilation is still much better than the current client VM JIT compilation)
Because of the nature of the Java community, there already exists a ton of code to do many of the things that people need to do which costs nothing. There’s LWJGL, to take care of the tricky stuff. There’s Xith3d, to do scenegraph rendering, or the Monkey Engine. There’s SPGL for sprites. There are several widget libraries in development for LWJGL (Spaghetti development would likely resume if there is enough interest).
As I have said, this product is directly competing with Blitz Basic on price. It soundly trounces it on functionality and deployment options (because you can still deploy anything you write on Webstart as usual). It completely beats Blitz on performance. It also lets you use vastly more powerful IDEs to do your development.
The tool is likely to be supplied with an Eclipse 3.0 plugin, and shipped with Eclipse too, along with tons of other resources.
I’ll shortly provide an example of what it produces 
Cas 