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How GangleVision works

The numbers

Weight (our goals): how much a goal mattered. It adds up these parts:

Most goals land between 18 and 30; 35 and up is a big one. Sort by Weight to see our biggest goals first.

Hurt (their goals): the same parts for a goal against us, without the opponent and crowd parts: how much it hurt. Sort by Biggest hurts.

Goal tags next to Weight or Hurt:

Cost (our penalties): what a penalty cost us. It adds up:

A coach can tag a penalty Good penalty (it stopped a sure goal: the cost is halved) or Bad penalty (adds 5).

Chance (their penalties = our power play): how big an opportunity their penalty gave us, on Cost's scale: the length (a minor 10, a double minor 18, a major 25; a misconduct 0: no power play) + 5 each for the third period or overtime, a one-goal game, a playoff or final. The number is the size of the chance; the colour and the word say whether we took it: lime PP goal, pink No PP goal.

Worked examples (real Cup games)

Weight 43: Goal 8 in the final, #22 Hayden ties it late.

Weight 38.6: Goal 5 against Cazenovia, #3 Joshua's game winner.

Weight 18: Goal 7 against Cazenovia, #31 Miles. A goal that put us well ahead: 14 + showcase 8 + score 0 (more than two up) + opponent -4 = 18. Every goal counts; this one just changed the game less.

Hurt 52: Goal 9 in the final, their overtime winner. The goal 14 + overtime 6 + GWG 10 + go-ahead 4 = 34, + the game 12 + within one +6 = 52: the biggest hurt of the Cup.

Cost 40: a hooking minor in the final's first period that gave up a goal. Minor 10 + a goal against 20 + a one-goal game 5 + a playoff game 5 = 40.

Cost 26: a roughing minor in the semi's third period, killed. Minor 10 + third period 5 + a playoff game 5 + avoidable (after the whistle) 6 = 26. If a coach tags it Good penalty, it drops to 13.

Cost 15: a hooking minor in the first period against Cazenovia, killed. Minor 10 + a one-goal game 5 = 15.

Chance 25: #97's slashing minor in the final's third period, down 3-4. Minor 10 + third period 5 + a one-goal game 5 + a playoff game 5 = 25: a big chance, and no PP goal.

These numbers are a guide for learning, not a grade on anyone: a penalty that stops a breakaway can be the right play, which is why coaches can tag it.

What a penalty led to

Each penalty has two clips: the call (the play before the referee's arm went up) and the power play or penalty kill after it.

The markers

The ready light on each clip:

On the timeline:

Tap a marker to jump there; it pauses and shows its label.

Call time unsure: we couldn't be sure exactly when the penalty was called, so the clip may be a few seconds off. A coach can fix it with Set call moment here; if nobody does, the clip is good enough as it is.

Camera names: Main Cam (the phone on the gimbal), Zoom Cam, Net Cam (behind a net), Corner Cam, Rink Cam (the rink's own camera). '(our attack end)' or '(our defending end)' tells you which end a camera shows.

Using the player

Notes, playlists and votes

The home page

Questions? See Help or tap Feedback.

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