I have done some cross developing projects in the past and in fact was able to port one of my games to 12 (twelve) platforms! - Amiga, Vic-20, C64, Sinclair ZX Spectrum, Oric Atmos, Apple II, Commodore 64, Coleco Vision, IBM-PC (XT in DOS), Dragon 32, Game Boy (Classic), Sega Master System and Game Boy Advanced and another game to 11 (eleven platforms). Almost all the ports of the games were done on Amiga except for the MacOS X and Windows ports, where I used the alien OSes.
After doing so much ports I took several notes:
Porting to many platforms removes the uniquiness and the charm of each game on each platform. You simply can not focus on single platform and take the most of it, especailly when you are doing only one or two gaming ports and did not experiment much.
It's hard. Coding in Z80 assembler, then switching to 6502, then C, then C++, 680x0 assembler, then 65816 assembler, then BASIC, then x86 assembler, can drive you mad at times. But it works after you get used to it.
Each platform needs to have an artist that works especailly on this platform and knows the limitations and the possibilities. While the code can stay almost the same, only ported, porting graphics from Apple II to Amiga or the vice versa would not look good. Music from Amiga to C64 is also not good with using converting tools. Each platform needs capable artist for it.
All the above notes are not valid for the new platforms, where you easily can port SDL game to Amiga, MacOS X, Windows with a single recompile, because these platforms don't have the limitations of the old hardware.
But if you want to have a game for retro platforms, better first code in or less capable machine - for example Vic-20 or Apple II and then improve it on the more powerful hardware like C-64, Sega Mega Drive or Amiga and add new ideas. Porting from Amiga back to Vic-20 will have to come with some cuts of the game that can be pain. That being said it is best to code only on Amiga and polish your game there and don't care about the other platforms, even if you play a game or two on them.
Also, I mostly gave up coding for consoles because the games did not performed as good as they were on the emulators, for too many reasons.