A mature, battle-tested C/C++ game framework with multiple platform support.
Ranked in these QuestionsQuestion Ranking
Pro Good engine architecture
Allegro is well designed, easy to use and has many useful features.
Pro Per-platform library optimization
Allegro uses DirectX for Windows, and OpenGL for other targets.
Pro Good documentation and lots of tutorials
Since it has been in development since mid-90s with hundreds of people contributing to both the engine and documentation, it has all of its bases covered when it comes to standard support.
Pro Supports desktop and mobile
Support for Windows, Mac OS X, Linux, iPhone, and Android
Pro Freedom to implement your own game engine
You are not bound to the limits of existing game engines, and you can actually implement your own engine.
Con Learning curve for hobbyist developers
Hobbyist developers coding alone may experience a learning curve with Allegro of about 200 hours (if you are rusty on C++). To learn quickly, see Mike Geig's tutorials at Fix By Proximity. This learning curve may be fine if you are considering going professional, but are still unsure.
For hobbyist developers not planning on going professional, you may want to look into a complete 2D game engine, rather than a coding library. For example, there are "non-coding" engines that provide support for coded plugins or scripting. But, if you are a dedicated hobbyist planning to use Allegro as your coding library of choice, you can still develop great games as a hobbyist.
Con Isn't great for C++
If you are a fan of object oriented programming, and want to use this library, then the chances are that you are going to be creating a lot of wrappers for functions in this library.
In short, if you're a C++ person, it could be recommended to check out SFML instead.