One of the advantages of lisp is REPL-driven development. I imagine you can't just edit a fn, eval it and then see the changes immediately. What is the workflow like when creating a NES game using co2?
I dunno about Co2, but the last time I heard about a project like this -- Naughty Dog's GOAL -- they absolutely could compile GOAL on the fly on the development PC and send it immediately to run on the PS2 dev kit inside an already running game. REPL-driven development directly on a game console. It was awesome.