The History of Street Fighter II on Home Consoles
In March 1991 Street Fighter II remade the arcade. Fifteen months later Capcom had to fit that arcade onto a home cartridge, and the result was not a souvenir. The Super NES port of 1992 sold the console it ran on, topped charts on three continents, and started a home release cadence, Champion Edition and Turbo on both 16 bit machines, that taught the industry how long one game could live.
This page is the history of the ports: how the conversion was made, how each version landed, and how the era received them. The separate question of why the arcade game itself kept spawning versions is answered elsewhere in this Library, on the versions page.
THE COVERS
The World Warrior at home

HOW IT WAS MADE
An arcade board in a 16 megabit cartridgeTHE RELEASE
June in Japan, then the stormHOW IT WAS RECEIVED
Faithful was the wordWHAT IT LEFT BEHIND
The home cadenceThe port set the rhythm the rest of the decade followed. A year later the Super NES received Street Fighter II Turbo (Japan July 11, 1993; North America August 1993), a 20 megabit cartridge that carried Champion Edition rules as its Normal mode and Hyper Fighting speed as Turbo, and it sold 4.1 million copies. The Genesis answered that September with Special Champion Edition, delayed so Capcom could fold the same Turbo content in, on a 24 megabit cartridge; it sold 1.65 million. Super Street Fighter II followed on Super NES in 1994 with four new fighters and two million more sales. Across the two 16 bit consoles, the versions of this one game sold more than 14 million copies.
That is the home port phenomenon in one shelf: the arcade stopped being a place you visited and became a cartridge you owned, then a cartridge you owned three times. Why the first of those cartridges mattered so much, and what the Genesis version had to engineer around, are the two questions this shelf keeps.