I attended the February 21, 2025 location test of Bandai Namco's The iDOLM@STER TOURS (henceforth “Tours”)! This was my first location test attendance in Japan. This was the namco 中野 location.
Tours is a rhythm game and collection game based on the iDOLM@STER franchise, in gameplay, style, and presentation.
The core gameplay loop at the location test was:
At the location test, the pricing was:
The game is designed principally around card collection, taking screenshots of the create and rhythm live events, and uploading those screenshots. The cards offer attachments that modify the stats of the idols that play with you.
The cards are scanned on the cabinet using a camera reader. The cards themselves are not printed, but ejected, ala Pokémon FRIENDA and other card games. There are no QR codes on the cards, and I haven't examined them enough to determine how the scanning mechanic works.
Assorted other notes:
I think the game is a well-designed game for its target market, which is not hardcore rhythm gamers, for obvious reasons. The game has the possibility to offer challenge to rhythm game players, but the target market, at least at launch, is iDOLM@STER fans. There are a lot of mobile “rhythm games” with rhythm aspects that aren't that important to the main game, and I think this game is closer to one of those than a mainstay rhythm game.
But if we ignore that, it includes a lot of very nice details for people who like the iM@S idols. The dedicated screenshot button is nice. The “create live” function is nice.
From a card collection aspect, this game is already very nice. The card stock is nice and fast to dispense, owing to the fact that it doesn't print anything.
From a revenue operations perspective, this cabinet is likely to be a hit as long as new cards are delivered. However, there are so many costumes and properties that I doubt this will be an issue.
At the highest pay rate during the location test, the game is very expensive. 100 yen for one song is not at all economical, and the minimum buy-in includes one card. Maybe this will be changed in future operations, but during the location test, it's difficult. I can see why the game is this expensive – Taiko is already an expensive game from Bandai Namco with various pricing strategies. But also, it might be a location test special to force people to get back in line.
At both location test locations I visited (though only played at one), there was a queue of at least 5 people at all times, sometimes up to 10 people, with 4/8 cabinets active. I assume that the number of active cabinets was reduced to minimize the upkeep of the card dispensing systems.
I recorded a mediocre play loop with the hope of capturing the essence of the location test.
I recorded the rhythm game options too.