This is part of a now lengthy series of posts on the making of Crash Bandicoot. Click here for the PREVIOUS or for the FIRST POST. I also have a newer post on LISP here. I’m always being asked for more information on the LISP based languages I designed for the Crash and Jak games. So to that effect, I’m posting here a journal article I wrote on the subject in 1996. This is about GOOL, the LISP lan