1. A video game system providing repeated switching of multiple tracks of different actions of the same animated character according to the skill of the operator in contacting the camera-originated animation display, comprising: multiple tracks of animated motion picture production of different actions of the same character providing coded frames for track switching and coded location coordinates of said character target, a video-audio input terminal providing means to operate multiple tracks of animation, providing for the switching thereof during operation, and providing for film track selection, masking, and centering to the full raster, a player input terminal including a playing instrument deployed before the display with a transducer and a microphone combination mounted on the mutually perpendicular sides of the face of said monitor, providing means for producing digital signals representative of the two coordinates of the location of said playing instrument with respect to the image on said monitor, means of entering a table of values representing digital coordinates of the locations of animation targets per frame and means for entering episode cueing (cuing) data into memory storage at the start of the episode, means of retrieval of said digital coordinates of the location of said target area at a designated frame from the memory storage, means of comparing and matching the coodinates of the location of said playing instrument transducer to the coordinates of the location of said animated target area retrieved from said memory storage at a designated frame, to obtain the category of proximity, means of processing and dispatching to effect the switching of multiple tracks of animation to the said video-audio terminal based on the said determined category of proximity obtained by the comparison of the location of said playing instrument transducer to animated target area and frame cueing from said memory storage, continuing means of processing and dispatching for instructing said video-audio terminal to re-wind multiple tracks of animation to another episode determined by means of random choice or player input at the termination of an episode.