<instructions>Your goal is to analyze the following comment and estimate how highly it will be upvoted by the Hacker News community.</instructions><comment><author>agavin</author><text>Mario 64 wasn&apos;t itself written in LISP at all. It&apos;s models were built in Nichimen graphics, a SGI based 3D design tool written in Allegro CL.&lt;p&gt;As far as I know, the games we did at Naughty Dog (Crash 1-3, Jak 1-3 + X), and later Uncharted were the only major console games which large amounts of runtime Lisp.  The Jak &amp;#38; Daxter series was 99% written in my Scheme dialect GOAL, including all the assembly. The only parts that weren&apos;t were libs talking to Sony&apos;s libraries (C++).&lt;p&gt;&lt;a href=&quot;http://all-things-andy-gavin.com/category/games/&quot; rel=&quot;nofollow&quot;&gt;http://all-things-andy-gavin.com/category/games/&lt;/a&gt;</text><parent_chain></parent_chain></comment><story><title>Super Mario 64 was built with a system written in Lisp</title><url>http://www.franz.com/success/customer_apps/animation_graphics/nichimen.lhtml</url></story>
<instructions>Your goal is to analyze the following comment and estimate how highly it will be upvoted by the Hacker News community.</instructions><comment><author>jlongster</author><text>I built an iPhone game with Scheme, and I have to say, it was the best debugging/development environment I&apos;ve ever had.</text><parent_chain></parent_chain></comment><story><title>Super Mario 64 was built with a system written in Lisp</title><url>http://www.franz.com/success/customer_apps/animation_graphics/nichimen.lhtml</url></story>