Mario 64 wasn't itself written in LISP at all. It's models were built in Nichimen graphics, a SGI based 3D design tool written in Allegro CL.
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 & Daxter series was 99% written in my Scheme dialect GOAL, including all the assembly. The only parts that weren't were libs talking to Sony's libraries (C++).
If I'm remembering this correctly, the Playstation had another large problem in that it used integer coordinates for everything, making it very difficult to avoid the infamous "wavy textures" with textured polys. I think a decent portion of the time, shaded polys were chosen because they ended up looking better, not just because they were faster. If you haven't already, check out the fascinating (and long) developer retrospective on Crash Bandicoot, where (amongst other, more interesting things) they mention their rationale for using flat shading on Crash:
I'm really fond of the PlayStation's brand of 3D as well: There is something really charming about low-res, low-poly 3D, with nearest neighbor texture scaling and 2D "sprites" everywhere. I have some degree of nostalgia for the N64, but that combination of little texture memory and gratuitous bilinear texture scaling is not nearly as appealing.
Mario 64 wasn't itself written in LISP at all. It's models were built in Nichimen graphics, a SGI based 3D design tool written in Allegro CL.
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 & Daxter series was 99% written in my Scheme dialect GOAL, including all the assembly. The only parts that weren't were libs talking to Sony's libraries (C++).
http://all-things-andy-gavin.com/category/games/