Why Tom & Jerry War of the Whiskers is Still the Weirdest Power Stone Clone You Need to Play

Why Tom & Jerry War of the Whiskers is Still the Weirdest Power Stone Clone You Need to Play

I honestly think about that weirdly aggressive cat and mouse more than a grown adult should. It's the early 2000s. You've just finished a bowl of cereal, the CRT TV is humming with that static electricity you can feel on your arm hair, and you pop a disc into the PlayStation 2. You aren't playing a platformer or a racing game. You are playing a game where a duckling can literally beat a cat to death with a shovel. This was the reality of Tom & Jerry War of the Whiskers, a sequel to the Nintendo 64's Fists of Furry that took the slapstick violence of the cartoons and turned it into a surprisingly competent arena fighter.

Most people dismiss licensed games as shovelware. Usually, they're right. But VIS Entertainment—the same folks who gave us the cult classic State of Emergency—decided to do something different here. They didn't just make a kids' game; they basically reskinned Capcom’s Power Stone, added a layer of slapstick cruelty, and let us go to town.

The Chaos of the Arena

The game doesn't care about balance. Why should it? In Tom & Jerry War of the Whiskers, you have a roster that ranges from the titular duo to Butch, Spike, and even Tyke. There’s even a robot cat. It's chaotic. It’s loud. It’s genuinely fun in a way modern "balanced" fighters often forget to be.

You aren't just punching. You're throwing chairs. You’re smashing vases over heads. The environments are the real stars here. Take the Kitchen stage, for example. You can open the refrigerator to freeze your opponent, or you can lure them toward the stove to set their tail on fire. It’s a direct translation of the "Tex Avery" style of logic where physics exists only to facilitate a punchline. The game features eleven interactive environments, and if you aren't using the map to win, you're doing it wrong.

I remember playing this with my cousins. One of us would always pick Spike because he felt like a tank, while the other would try to cheese the win with Jerry’s speed. The "Berserk" mode—activated by picking up enough power-ups—turned the screen into a blurry mess of high-damage hits. It was stressful. It was great.

Why the Power Stone Comparison Actually Matters

If you've played Power Stone on the Dreamcast, the DNA of Tom & Jerry War of the Whiskers is unmistakable. It’s a 3D four-player brawler (though mostly played 1v1 or 2v2) where the camera pans out to show the whole room. You have a jump button, an attack button, and a pick-up button. That’s basically it.

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But complexity isn't always about frame data or input buffers. Here, the complexity comes from the "War of the Whiskers" itself—the constant management of the items spawning around you. Do you go for the lawnmower? Or do you try to catch the opponent in the path of the passing train in the Western level?

  • The Combat: It’s snappy but weighty. When Tom gets hit with a frying pan, his face flattens. It’s a small detail, but for fans of the original Hanna-Barbera shorts, it’s vital.
  • The Roster: You start with a few characters, but the unlocks are where the meat is. Nibbles (Tuffy) is a menace.
  • The Visuals: For a 2002/2003 release, the animations were surprisingly fluid. The PS2, GameCube, and Xbox versions all handled the debris and destruction without much slowdown, which is impressive given how much junk ends up flying across the screen.

The Brutality We Forgot

We need to talk about the tone. Tom & Jerry War of the Whiskers is arguably one of the most violent games ever released with a "G" or "T" rating equivalent. I mean, you can literally shove a character into a meat grinder in the snowy cabin level. They come out as a string of sausages. Then they pop back into their normal shape and keep fighting.

It captures that "no consequences" violence that defined the golden age of animation. There’s something deeply satisfying about the sound design—the clonk of metal on bone, the shatter of glass. It’s a sensory experience that feels tactile. Modern games often feel like you're hitting hitboxes with invisible sticks. In this game, it feels like you're hitting a cat with a literal toaster.

Technical Legacy and Platform Differences

The game hit the PlayStation 2 first in 2002, followed by the GameCube and Xbox versions in 2003. If you're looking to play it today, the Xbox version is technically the "best" in terms of raw performance and resolution, but the PS2 version is the one most people remember. The GameCube version is a bit of a collector's item now, often fetching higher prices on the secondhand market.

Interestingly, the game was developed by VIS Entertainment and published by NewKidCo. If that name sounds familiar, it's because they specialized in children's titles, but they let VIS run wild here. The result was a game that appealed to the "kid" demographic while having enough mechanical depth to keep older siblings frustrated during a match.

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Common Misconceptions

People often confuse this with the N64 game Fists of Furry. While they are related, Tom & Jerry War of the Whiskers is a significantly larger game. It has more characters, more interactive elements, and a much more robust "Challenge Mode."

Another thing: people think it's just a button masher. While you can mash, someone who knows the timing of the item throws and the environmental traps will win 100% of the time. There is a "sweet spot" distance for throwing objects like the TNT crates. If you're too close, you blow yourself up. Too far, and it misses. It requires a weird sort of spatial awareness that most 3D fighters of that era didn't ask for.

Is It Still Playable?

Honestly? Yeah. It’s aged better than many 3D fighters from the early 2000s because it doesn't try to be realistic. The stylized, cartoonish art direction keeps it looking clean even on modern displays (if you have a good upscaler).

The AI is surprisingly aggressive, too. Even in single-player, the "War of the Whiskers" isn't a walk in the park. The final boss—a giant, mutated version of a character—can be a genuine pain if you haven't mastered the art of the dodge-roll.


How to Get the Most Out of Your Replay

If you're digging your old console out of the attic or looking at an emulated version, there are a few things you should do to actually enjoy the experience rather than just feeling nostalgic for five minutes.

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Focus on the Unlocks First
The base roster is fine, but the game shines when you have the weirdos like Monster Jerry or the Robot Cat. Head straight into the "Challenge Mode." It's a ladder-style tournament. Winning it with different characters is the only way to fill out that roster. It’s a grind, but the ending cinematics for each character are tiny, polished pieces of animation that feel like lost Tom & Jerry shorts.

Turn Up the Item Spawn Rate
If you're playing multiplayer, check the settings. You want the chaos at 100%. The game is at its worst when you're just trading basic punches. It’s at its best when four people are scrambling for a single hammer while the floor is literally collapsing beneath them.

Check the "Extra" Costumes
Every character has outfits that change their vibe. Some of them are deep cuts to specific episodes of the cartoon. If you're a nerd for animation history, seeing Tom in his "Zoot Suit" or his musketeer gear is a nice touch that shows the developers actually cared about the source material.

Master the Counter-Throw
Most players don't realize you can catch objects thrown at you if you time the pick-up button perfectly. It's a high-risk move. Get it wrong, and you take a piano to the face. Get it right, and you look like a god.

Explore the Secret Areas
Many maps have "stages" within them. In the Haunted House, you can move from the hallway into the laboratory. Don't stay in one room. The game encourages you to lure opponents into specific "kill zones" where you have the environmental advantage.

Final Reality Check
Is it a masterpiece? No. Is it the best fighting game ever made? Not even close. But Tom & Jerry War of the Whiskers is a masterclass in how to take a license and make it feel right. It's a reminder of a time when games could be weird, mean, and unashamedly fun without needing a battle pass or a 40-hour story mode. Sometimes, you just want to drop a safe on a mouse’s head, and this game understands that better than anyone.