Super Famicom / SNES · Fighting

Street Fighter II Turbo

ストリートファイターII ターボ

Japan: July 11, 1993 · Dev: Capcom

The grand vision was refused. The fairness survived.

Akira Nishitani wanted two-monitor cabinets, networked battles for ten players, tower stages where you could knock someone to their death. Capcom management said no — they wanted a normal Street Fighter sequel. Nishitani complied, but he didn't compromise. The six buttons looked complex, but he balanced the game so a beginner could still win if they timed one move well. The grand vision was refused. The fairness survived. When your idea gets rejected, you don't have to throw away what you were trying to protect.

— inspired by Akira Nishitani

About this game

Released in 1993 for the Super Famicom, Street Fighter II Turbo brought the arcade phenomenon home with adjustable speed settings and both Turbo and Champion Edition modes. The six-button controls looked complex, but director Akira Nishitani balanced the game so beginners could win with one well-timed move — his rejected vision of networked ten-player battles didn't survive, but the fairness did.

The Story Behind

Street Fighter II Turbo was released for the Super Famicom on July 11, 1993, porting the arcade hit to home consoles with a 20-megabit cartridge — larger than the original Street Fighter II port. The game included both a Turbo mode with adjustable speed (up to six settings via cheat code) and a Normal mode containing the Champion Edition version. Despite its complexity, the game was designed so players without advanced techniques could still compete.

Tricks & Tales

Street Fighter II was produced by Yoshiki Okamoto, designed by Akira Nishitani and Akira Yasuda, with music by Yoko Shimomura and Isao Abe. The Super Famicom cartridge has no save functionality — 0 KB of SRAM means no battery backup is needed or present. Hidden cheat codes allow players to disable special moves in versus mode or increase the speed settings beyond the default four levels.

Collector's Guide

Japan Release July 11, 1993

Region & Compatibility

Super Famicom and SNES region differences operate on two separate levels. First, there is a physical incompatibility: a Japanese Super Famicom cartridge and a North American SNES cartridge have different shell shapes. NTSC-J (Super Famicom) carts are narrower and will not seat in a North American SNES slot without the slot's internal tabs removed or bypassed; conversely, the wider NTSC-U carts cannot even be inserted into a Super Famicom. Second, even where cartridges physically fit — PAL carts share a shell shape closer to Super Famicom and will insert — a lockout chip on the motherboard (F411 for NTSC, F413 for PAL) will prevent the game from booting on a mismatched console. Running a Super Famicom cartridge on a Super Famicom purchased in Japan is of course straightforward; playing it on a foreign console requires either a mod or an adapter that addresses both the physical and the chip-level lock.

Maintenance Tips

The 72-pin cartridge connector is the most common maintenance point. Clean the gold-plated pins on cartridges with a cotton swab and 90%+ isopropyl alcohol; never use abrasive erasers on cartridge contacts. The connector slot on the console itself can be cleaned by inserting and removing a cartridge several times, or with a dedicated pin cleaner. For video output, S-Video provides significantly cleaner image quality than composite and uses the same multi-out port -- a passive adapter cable is all that is required. On early SHVC board revisions, a capacitor near the power LED can leak; inspect the board if the console shows instability. Use the original AC adapter or a verified equivalent: the SFC runs on 10V DC and is not compatible with Famicom or NES power supplies.

What to Watch Out For

Before buying, these are the points worth knowing — from someone who handles original Japanese Street Fighter II Turbo copies regularly.

Does this game save progress?

No. Street Fighter II Turbo has no save functionality — the cartridge contains 0 KB of SRAM, so there's no save battery inside. The arcade mode is designed to be completed in a single session, and versus battles don't require saving. This is normal for fighting games of this era.

Will a Japanese Super Famicom cartridge work on a North American SNES?

The game data itself is compatible, but Super Famicom and SNES cartridges have different physical shapes, so a Japanese cartridge won't fit into a North American console without a region adapter. The gameplay and content are identical across regions — only the cartridge shell differs.

Before You Buy

Things worth knowing before you buy Street Fighter II Turbo

A short checklist for buying a used Super Famicom cartridge wisely — useful with any seller, anywhere.

  1. Choose a seller who tests it before shipping

    A copy that has actually been powered on and checked is a known quantity. An untested one is a gamble you only settle after it arrives.

    Look for a seller who states it was function-tested and says what they confirmed. A serious seller can tell you exactly what was checked.

  2. Make sure it fits your console

    This is a Japanese Super Famicom cartridge; its shell is shaped differently from the North American SNES and will not fit without modification.

    Play it on a matching Japanese console or a region-free system, and confirm the listing states the region.

  3. If this title saves your progress, check the battery

    Cartridges that save use a small coin-cell battery that fades over decades — a dead one wipes your save without warning.

    Ask the seller whether the save function was tested. Replacing the battery is possible, but doing so erases any existing save.

  4. Check that the contacts are clean

    Dirty edge contacts are the most common cause of startup and sound trouble in cartridges of this age.

    Choose a seller who cleans the contacts before shipping. A note that it was tested and cleaned means the basics were handled.

  5. Confirm it is genuine, not a reproduction

    Sought-after titles are targets for reproduction boards with replacement labels.

    Ask for a photo of the circuit board and look for factory markings. Favour a shop with a licensed second-hand dealer permit (古物商) — by law its stock has a traceable origin, your simplest guard against fakes.

  6. Read the seller's reviews and return policy

    A 100% positive record across thousands of sales is close to a guarantee — packing, communication and problem-solving all work for everyone. A return policy protects you if something is off.

    Read the feedback and confirm a clear return window before you buy.

Unexpected Discoveries

Games you weren't looking for — but might be glad you found.

Rooms this game lives in

Wander deeper — explore the themed rooms where Street Fighter II Turbo sits alongside its kin.

Share your memory

No account needed. Just your nickname and your words. Your memory goes straight to Taisei — the person who cleaned, tested, and packed these consoles in Toyohashi. He reads every one, in any language.

Choose a prompt to start writing:

Memories
Struggles & Strategies

(Select a prompt above, or write freely below)

Any name you like. No registration needed.

Write in any language. Maximum 2,000 characters.

Just a nickname and your words — no account, no login. Taisei reads every memory before it appears here, so it may take a little while to show up. See our Privacy Policy.

Prefer to write to Taisei privately? Email him directly →

Memories from around the world

This is a young museum, and this page is still waiting for its first voices. The memories people send reach Taisei personally, and the ones that move him find a home here over time — always with the writer's blessing. Yours could be the very first for this game.

Share your memory ↑

Add us as a preferred source on Google →