Here's a shot of the Dreamcast version (when it was still unfinished), an interesting comparison:
I wonder about the development of this MBX version of Tony Hawk: How much is ported, how much is custom? Any of it based off of general code, code from the Dreamcast rev, code from the PSOne rev, code from versions on other portables, code from the PC versions?
It'd be interesting to see how they're handling this now, as it's getting ported to every system and then some. For reference, the DC revision was really just an accelerated PSOne port... from its Gamasutra Postmortem:
"We figured that since for this project we had three programmers (Sean hadn't come on board yet), a Playstation dev system, and a lot of DC familiarity, we have it running in just one month."
"Early on we decided we weren't going to use the Dreamcast's wonderful floating-point math because we didn't want to introduce errors into the code before we even had it up and running."
"We estimated how much we'd have to do to get past limitations in the code that prevented the Dreamcast from hitting its full stride and it ran out into several weeks. Since we weren't doing a fighting game, all that 60FPS would have gotten us would have been a nice marketing bullet point."
"With new power comes new responsibilities, such as fully taking advantage of all those polygons by implementing extra joints in the characters (at the shoulders and necks for example), weighted vertices, and cloth and hair systems. Our other Dreamcast games have these features but we were locked into the animations from the Playstation version of Tony Hawk so we couldn't add shoulders nor could we move pivots for more natural bends. And the skaters in Tony Hawk go into extreme poses while performing stunts. For instance, when they crouch really low on their skateboards their knees get pointy, and when they put their arms over their heads their shoulders dip and they look like balloon animals. We did the best we could by hacking in weighted vertices on the knees but the hack made the shoulders look even worse so we left them the way they were."
"We had similar problems with tools -- we never did fully understand Neversoft's Max plug-in and were limited in what we could do to improve the levels because of it -- as well as with some of the source code."