I'll quote from this review at gameFAQs.com:
There's also mention of the ATB (Active Time Battle) bug:One user review wrote:Yes, the overworld movements are fine. In fact, some of the overhead sections like in caves and what-not, it's nice that I can either choose to run or trudge around like in the original SNES/SFC release. Menu navigation isn't bad...but the worst? The battles. I could do fine if I had input lag during menu navigation, but the parts where I really need my inputs to be timely and accurate, it isn't. On top of that, the battles themselves lag. How on Earth Square did you manage that? It's like playing a game meant for a Pentium II being played on a 486.
So why is input lag bad? If I want to keep my battle speed at 2 and at Active, then I want to select my spells as fast as I can. But say I activate my White Spell menu, and on row 1 is Reflect and row 2 is Holy. I expect to hit down, then A twice to activate Holy on the enemy, but the game will conveniently lag, and doesn't input the down, and I instead end up casting Reflect on myself. Sounds not like a big deal? What if Cecil were at 1HP? Now I can't heal him without items AND I wasted a turn. And it doesn't happen once or twice in the game, it happens fairly often.
Not really encouraging - however, one can account for these glitches if one is careful, which isn't too bad. That was the bad news. The good news is that one can now select other party members than the stock story ones late in the game, and connected to this are the bonus dungeons - one can only enter a particular character's section of one bonus dungeon if that character was in the party when you beat the game. This list now includes most characters, other than Tellah, and FoSoYa, neither of whom are selectable for story reasons. There are a total of two bonus dungeons in this release.Further in one user review wrote:The more annoying problem is gauge priority. Some may end up waiting forever to get their turn: say Edge's bar fills up after Cecil's, then while I'm picking Cecil's action, Yang's meter fills, then Palom's, then Porom's. There are many times where instead of Edge going after Cecil, Edge will go last AFTER everyone else, and sometimes by the time Porom would take her turn, Cecil's bar would fill up, and Edge would have to wait again.
Also very rarely, the enemies can move out of sequence. I've had this happen to me on a Bahamut battle, and if you understand how crucial timing is, it's very frustrating when Bahamut almost completely skips a count, and you end up dying as a result.
Despite the glitches, I'm getting this game. I've been wanting this game on a portable machine for quite a while - I simply hope it holds up to even half the nostalgia I have for it.