escapist23: Thanks, will check them out. I never understood why 'turn based' is seen as 'tactical rpg' by most people, though. I always saw 'turn based' exactly like FF VII. Never played FF Tactics, precisely because it's tactical, i.e. you have to first move your characters in squares, etc, much like chess or something.
The turn based style I like is just like the one in FF VII or Persona 4 :)
Personally, I see turn based as being more like Wizardry or Dragon Quest. Many FF games (including those from FF4 to FF9, FF7 included) use a system where time passes continuously (maybe stopping during animations), each character has a meter (hidden in FF4), and when it fills up, you get to enter a command for the character (but time still continues on). This is not technically turn based because, if you put down the controller during battle (without pausing), the fight will continue and (typically) you'll eventually lose the fight.
Of course, there *are* some differences in the behavior of ATB between the ganes:
FF4: Time pauses during animations, I believe the queue may be missing (it definitely is in the GBA 1.0 version) so that, if multiple characters have ATB fill up, the first one to act is not necessarily the first one to have full ATB (which can lead to characters being starved of turns). (Note that the 3D remakes are different; for example, time pauses during party member attacks, but not during enemy attacks.)
FF5: Time pauses during animations. Also, time will briefly pause (depending on the battle speed setting) when the game prompts you to enter a command.
FF6: Time does not ever pause. Animations will prevent anything else from happening (though effects like Poison and HP regen will trigger, though the effects will be stored until after the animation, and only one tick per character/status can be stored at a time). (I really don't like the implementation here, as it leads to the queue being too full.)
FF7: IIRC, if playing on Active or Recommended, time only pauses during summon animations, but on Wait (which is the setting I prefer), it pauses during all animations.
FF8: Time always pauses during animations.
FF9: Like FF6, time continues, even during the long versions of summon animations. Unlike in FF6, effects like HP regen continue during animations (which leads to absurd situations where often you can heal just by using long-animation summons (and also get the enemy's Shell to wear off before the animation finishes), and it make the Auto-Regen passive overpowered. It also has the same full queue issue that FF6 has.