
Have you ever considered the intriguing connection between Formula 1 racing and the world of Japanese Role-Playing Games (JRPGs)? This unlikely relationship stems from the innovative mind of Hiroyuki Ito, who was influenced to create the Active Time Battle (ATB) system while working with Square. The ATB system is a dynamic turn-based combat mechanic that revolutionized gameplay in the genre.
Hiroyuki Ito has long acknowledged the significant impact of sports on his design philosophy. For instance, American football inspired the battles in the original Final Fantasy, where characters are displayed side-by-side against their monstrous foes. Drawing from Formula 1, Ito realized that a speedy racer could maneuver past slower competitors. This observation led him to conceptualize the idea that agile characters should have the opportunity to attack more frequently before their adversaries can respond.
Thus, the ATB system emerged, revolutionizing various JRPGs and becoming one of my personal favorites among turn-based mechanics. In this article, I’ll highlight some of the best JRPGs that incorporate the ATB system, especially if you enjoy a unique twist in your command-based battles. While I will mention some iconic Final Fantasy titles, my focus will extend beyond just that franchise.
10 Final Fantasy IV
The Father of the ATB System

Final Fantasy IV marked a significant milestone as the first JRPG to adopt the ATB system. Initially, the mechanics were quite basic, lacking a visible gauge in battles; players were alerted to act only when the action menu appeared on screen. This absence of indicators extended to the magic casting mechanics, where players had to rely on visual cues alone, hoping that spells like Cure would successfully execute before receiving an enemy attack.
Despite its rudimentary beginnings, the ATB system showcased its potential through characters like Edge, who acted significantly faster than others. Players found themselves forced to make quick decisions while facing threats from foes like goblins. Subsequent releases, starting with Final Fantasy V, introduced the ATB gauge, providing a clear indication of when party members could execute their actions—a feature that has been embraced by numerous other Final Fantasy titles and various JRPGs from Square.
9 Robot
Active Time Robot Battle System

Developed by Quintet and published by Enix, Robotrek, known as Slapstick in Japan, also applied an ATB-like system. In this game, players can create robots, each equipped with unique weapons and special abilities, but only one can participate in combat at a time. After executing an action, the robot’s action bar depletes, prompting enemies to attack during the recharge phase.
This system is essentially a variation of the ATB mechanics found in SNES-era Final Fantasy titles. Players must strategize, as utilizing more powerful attacks empties the action bar faster, increasing vulnerability to enemy ambushes.
8 I Am Setsuna
Chrono Trigger Spiritual Successor Wannabe

Developed by Tokyo RPG Factory, a subsidiary of Square Enix, I Am Setsuna strives to pay tribute to Chrono Trigger through its artistic style and gameplay mechanics. This homage resonates throughout the snowy landscapes and multi-character techniques reminiscent of the classic time-traveling JRPG.
Players may find moments of nostalgia as they navigate the game, executing Double and Triple Techs reminiscent of the original. The game’s approach to area-of-effect abilities and enemy positions encourages strategic movement, akin to the tactics employed in Chrono Trigger.
While some may argue that constant comparisons to Chrono Trigger detract from I Am Setsuna‘s charm, fans of the ATB system will appreciate the nostalgic experience reminiscent of the SNES and PS1 eras.
7 Final Fantasy X-2
Callback to Classic Features

Final Fantasy X-2 incorporates the ATB system, revitalizing the combat experience initially established in Final Fantasy X. Although the earlier game utilized a strictly turn-based system, the sequel’s mechanics are more engaging due to their active nature.
In this sequel, players may switch between different jobs, known as Dresspheres, while still maintaining real-time action—an innovative approach that brings a sense of fluidity to battles. For instance, while one character might cast supportive magic, another may attack, emphasizing the dynamic tempo that ATB introduces.
This agile combat system suits Final Fantasy X-2‘s smaller party size, enhancing strategic depth while allowing simultaneous actions. In contrast, Final Fantasy X‘s traditional turn-based layout highlighted the importance of systematically commanding all party members.
6 Parasite Eve
Square’s First M-Rated RPG

Among Square’s diverse portfolio, Parasite Eve stands out for its adaptation of the ATB system within a horror-themed RPG. Set in a decaying New York, players control Aya Brea, a police officer battling horrifying organic foes using firearms and unique abilities in a real-time ATB environment.
In a departure from typical JRPG combat scenarios, players only command Aya, maneuvering her around a confined battlefield as her ATB gauge charges. Once filled, players can select commands, but danger looms continuously, as combat does not pause for action sequences—a shift towards a more dynamic gaming experience.
5 Grand
An ATB-Adjacent System

Grandia employs a combat system similar to ATB, referred to as the Initiative Bar, where characters fill their gauges to take action. Each combatant appears on the Initiative Bar, and actions are executed based on their position in relation to the bar’s segments.
This system encourages strategic decision-making, as certain moves can interrupt or cancel actions, adding layers of complexity to battles. Players must consider timing, positioning, and action types to maximize their chances of success—transitioning combat from mindless button mashing to thoughtful tactical maneuvering.
4 World of Final Fantasy
Pokémon-Style Final Fantasy

World of Final Fantasy builds on the ATB system with its own twist, creating a unique experience wherein players engage with Mirages—monsters that can be captured and stacked onto protagonists. This stacking mechanic enhances attributes and collaborative abilities during combat.
As players strategize between stacking and unstacking Mirages, they navigate the intricacies of the ATB system where character action timing influences the outcome of battles. After executing an action, a character returns to the end of the ATB gauge unless they opt to defend, in which case they reposition to the middle relative to their allies.
3 Child of Light
Ubisoft’s Take on the ATB System

Child of Light presents its own interpretation of the ATB combat system, combining stunning visuals with an engaging battle mechanic. Players can field only two characters at a time against three enemies, simplifying the Initiative Bar to enhance readability and order.
The battle mechanics involve a division within the bar that highlights both Wait and Cast phases. Players choose actions once they reach the cast segment; however, any interruption from enemies can throw plans into disarray. A standout feature is the character Igniculus—a firefly aiding players by slowing down enemies, adding an extra strategic layer to encounters.
2 Chrono Trigger
Top-Notch Application of the System

Widely regarded as one of the finest JRPGs, Chrono Trigger arrived on the scene after the ATB system had already debuted. Building upon its predecessor’s foundation, the game excelled in creating a lively battle environment where enemies could move within combat, influencing the range and type of attacks available to both foes and allies.
Its innovative Double and Triple Tech mechanics required collaboration between characters and encouraged strategic waiting until both characters’ gauges were full, enriching gameplay. By effectively implementing the ATB system, Chrono Trigger proved that turn-based combat could be invigorating and dynamic, attracting a broader audience to the genre.
1 Final Fantasy VII Rebirth
The Future of the Active Time Battle

With a sustained legacy in the turn-based realm, the ATB system found itself reimagined in Final Fantasy VII Remake and its sequel, Final Fantasy VII Rebirth. Square Enix has expertly blended real-time action with strategic planning, offering a combat system that strikes an ideal balance between excitement and thoughtful execution.
The systems encourage engagement and filled ATB gauges unlock techniques, magic, and items. In the latest installment, the introduction of Synergy Abilities allows dual attacks through an additional ATB Charge bar, creating intricate links between actions and maximizing combat potential.
Players can seamlessly connect attacks, spells, and evasive maneuvers, resulting in a continuous flow of gameplay. Initially skeptical about the transition to real-time combat, I have found that Final Fantasy VII Rebirth showcases Square’s mastery in crafting an accessible yet sophisticated battle system that is as easy to learn as it is challenging to master.
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