Tom
A cat controlled by the player who pursues Jerry and uses household objects and traps.
How it plays
The game is viewed from a third-person perspective as Tom or Jerry explores rooms in a house. The main objective is to locate items, set or avoid traps, and catch or defeat the opposing character.
Players move through connected areas, interact with objects, collect resources, and use offensive or defensive tools. Solo scenarios provide structured challenges, while versus play focuses on outsmarting another player. Progression comes from completing room objectives and advancing through the available house areas rather than from character leveling.
Plan your run
Explore each room before committing to a chase, since useful objects and escape routes can determine the outcome.
Use traps near corners, doorways, and narrow routes rather than placing them in open areas. In two-player matches, keep track of the opponent’s position and avoid wasting limited items on predictable attacks.
Meet the cast
A cat controlled by the player who pursues Jerry and uses household objects and traps.
A mouse controlled by the player who evades Tom and uses the house to set up counterattacks and traps.
Before you begin
Learn the room layouts before relying on traps.
Save useful items for chokepoints and narrow passages.
In two-player games, vary your routes to avoid being easily predicted.
Tom and Jerry in House Trap is a PlayStation action-adventure game developed by Warthog Games and published by NewKidCo in 2000. It turns the cartoon’s familiar cat-and-mouse rivalry into a contest of exploration, traps, and direct confrontation inside a large house. Players can control Tom or Jerry, searching rooms for useful objects while trying to hinder the opposing character. The game supports both solo play and competitive two-player sessions, giving it a party-game character alongside its adventure structure. Reception was mixed: the recognizable license and simple local multiplayer were appealing, while critics often found the controls, camera, and repetitive objectives less polished than the source material.
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