As far as I know, this depended a lot on the individual game:
Games that had quite a bit of code that profited from the higher-level abstractions that C/Pascal provided, such as
- resource management (including dynamic asset loading/unloading)
- enemy AI
- pathfinding
- ...
of course typically contained a lot more C/Pascal code than games that were more on the "multimedia demo" side with a simpler game logic.