I was playing the PC-Engine port of Street Fighter II: Champion Edition tonight. It's a unique HuCard--theres an elevated "bump" on the surface to accomodate extra memory, like the Tennokoe Memory Bank. It's a very nice port, and is arguably better than the Genesis version.
But after playing it, something occurred to me. SFII required a lot of memory to port to home console, and just about every version was groundbreaking in the size of the cart. The SNES version weighed in at 16 megabits, and was the first SNES cart to do so. (Side note...I remember being part of a focus group for Nintendo and testing that game. It was an EPROM running on a Super Famicom at the time, and the board was so tall they had to take the SFC's out of their cases or it wouldn't fit.)
What I don't understand is why SFII was such a large game? It looks nice, but I don't think the visuals are necessarily any flashier than launch SNES games like F-Zero or Super Mario World. The only reason I can think of is that every character has probably close to 100 frames of animation in their repertoire, and maybe the hardware for all these machines wasn't sufficient on it's own to process this efficiently. (Really, with so many unique poses for each character, the game looks significantly more lively than most other PC-Engine games.)
I can speculate on this all day, but does anybody have a clear answer?