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Sabtu, 12 Maret 2011

Just Cause 2

  
Just Cause 2
Publisher: Eidos Interactive
Developer: Avalanche Studios (SE)

Minimum System Requirements
OS: Windows Vista/7
Processor: Pentium D @ 3 GHz / Athlon 64 X2 4200
Memory: 2 Gb
Hard Drive: 10 Gb free
Video Memory: 256 Mb
Video Card: NVIDIA GeForce 8800 / ATI Radeon HD 2600 Pro
Sound Card: DirectX Compatible
DirectX: 10
Keyboard
Mouse
DVD Rom Drive

Recommended System Requirements
OS: Windows Vista/7
Processor: Intel Core 2 DUO @ 2.6 GHz / AMD Phenom X3 @ 2.4 GHz
Memory: 3 Gb
Hard Drive: 10 Gb free
Video Memory: 512 Mb
Video Card: NVIDIA GeForce GTS 250 / ATI Radeon HD 5750
Sound Card: DirectX Compatible
DirectX: 10.1
Keyboard
Mouse
DVD Rom Drive

The first Just Cause required more suspension of disbelief than your average Hollywood blockbuster and this turned out to be both a blessing and a curse. Some lauded it’s over the top non-stop action and stunts while others labeled it as simply trying too hard, all brawn and no brains. Flying round a huge island in a stolen plane, only to jump out at will with a parachute and kill some bad guys before the character has even hit the ground... This sort of high octane absurdity was what Just Cause was all about, a Jerry Bruckheimer style game that didn’t care about the trend for hyper-realism that was going on around it.

A sequel to a game of this nature has to be bigger, faster, louder and even more implausible than the original and Just Cause 2 conforms to this. The protagonist Rico Rodriguez, who survived countless near death experiences in the first game, is out of retirement and hot on the heels of a former boss who has stolen a bundle of cash and headed out to a tropical island. The main obstacle to the chase is the island’s dictator Pandak "Baby" Panay who will have to be dealt with en route. With the hackneyed storyline out the way Rico is left to get into the thick of things and that doesn’t take too long at all.


After being air-dropped on the more barren part of the island the objective for Rico is a simple one: chaos, cause as much as he can. Blowing up specifically marked targets generates “Chaos Points” and a new objective won’t reveal itself until a certain number is reached. If it sounds innovative or interesting, don’t be deceived, it isn’t. But that doesn’t matter as it is simply a pretext to do as much damage as possible in a short a space as time as possible. There are plenty of ways to do it too. Within moments of the level beginning our hero has thrown himself off a cliff, parachuted down to a main road and hijacked a motorcycle, speeding off towards the targets in the distance...

Now, if this already sounds a little bit like Grand Theft Auto then that’s probably because it is. The interface is almost the same – the radar in the top left, indicators pointing out the objectives, third person viewpoint and relatively little consequences for massive killing sprees are all here. But this is GTA on steroids. Lots of them. And a Red Bull chaser. The key differences between this and the father of this particular genre become immediately apparent after just a few minutes. OK, so it’s possible to hijack a vehicle but careless driving doesn’t leave them as dented wrecks fit for the scrapyard, it destroys them utterly. While getting to grips with the handling the bike that we’d hijacked simply exploded leaving small pieces of flaming wreckage and a tyre rolling down the street like something out of a cartoon. Crash into a building, guess what - the building will collapse, usually with an explosion as well. Everything is fragile, except for Rico.


The other major similarity between this and GTA is the way that committing crimes – not that this game labels them as such – will bring authorities after our hero. In Just Cause 2 this is called the “Heat” Level and it brings jeeps full of gun toting goons, dispatched by a dictator that sounds like Kim Jong Il from Team America, from nowhere. Again the difference is in their attitude. The goons don’t try to gently ram things off the road, nor do they stop shooting. It is a full on assault from the moment they are on the screen and it is usually to the death.

Not that there aren’t ridiculous ways to get away from them. The game’s defining feature, the stunt parachute and grappling hook combination, ensure that even the most mundane car chase can become something completely spectacular. At any time it is possible to launch out of the vehicle and be immediately sixty feet in the air, drifting away at speed from the trouble. A few tugs on the old grappling hook and Rico can be in another postcode before his vehicle has ground to a halt. Then exploded. Probably.




This is where the game’s key strength lies, the complete lack of limitations to the stunts that the player can perform. With any surface capable of collision being a potential target for weapon, vehicle or grappling hook, the possibilities for combination moves are close to endless. Once in the air on the parachute it is possible to stay there for a ridiculously long time, evading enemy fire with ease, while gunning people down with frightening accuracy. Rico can hang off the front of cars while they travel at high speeds ducking and dodging bullets while returning fire, then clamber round to the side and pull out the driver after a little bit of wrestling. Vehicles can be driven off cliffs and used as makeshift missles, causing distractions and damage while Rico floats down from on high un-noticed. Thinking up new ways to attack the enemy is a large part of the fun.

The controls are surprisingly simple for a game that could easily have moved towards being needlessly complex. By choosing to reuse buttons to perform different functions depending on what is happening on screen it never becomes too confusing. The game also brings up prompts on screen for the first few times an action is performed as well, meaning there is no requirement to plow through a lengthy tutorial or manual which is exactly right for such shameless and brainless action.

Graphically the game looks great too, although it stops short of spectacular. This makes sense as everything passes by in such a blur that anything being too overly detailed would be like someone polishing brass on The Titanic. The best parts relate to the destructible environments and explosions, which are seen so often that it makes sense that Avalanche and Eidos would go the extra yard on them. The first game was plagued with graphical glitches but none of that was evident here and the game had a real level of polish. The improved Avalanche Engine allows for fluid movement and glitch free collision detection that makes ordinary actions feel exhilarating and gives real physicality to the objects that the main character interacts with. Throw in some nicely detailed, although doomed to become repetitive, animated sequences and it’s looking the part. It is also worth noting that on more advanced graphics cards, such as Nvidias upcoming GTX 480 there are advanced graphics effects which add an extra level of sheen to the environments.

The sound effects are what anyone would expect from a game in this genre and not much more. Explosions are loud, the wind whistles past as Rico hurtles through mid-air, guns rat-a-tat-tat and rockets whoosh. The soundtrack is the cleverest part of the audio experience, playing like the action adventure movie genre the game apes with a twist. The fictitious island of Panau is divided into areas that resemble many different geographical locales. A blend of Thai, Asian and New Zealand, the different zones have music that suits the area’s theme. Overall the audio doesn’t do anything out of the ordinary, although it’s effective and improves on the first game which is a recurring theme throughout the package.




The good news for fans is that the improvements that were called for have been made. In the first Just Cause the story mode was way too short and the sand-box environment was way too big. Combine those two elements and it made for a frustrating experience with many players left wanting to like the game a lot more than it allowed them to do. Here the island is smaller and more compact yet still of a large enough size to warrant exploring. The sand-box approach is still here and there are plenty of things to do while exploring, even if it is something as simple as try and set a new base-jumping record. There are more vehicles than before and all can be utilised for mayhem or just to see how far the envelope can be pushed. Doing a jump off a dockside ramp in a speedboat then grappling onto a passing helicopter is something we managed to come up with but we fully expect that to be trumped on one of the many gameplay videos that will doubtlessly surface.

Missions are varied enough, reasonably paced and allow for several approaches to completing them. Ultimately though it is down to the player to make them into something beyond the norm. Nothing can change the fact this genre is always going to be made up of missions that can be formulaic... Drive from Point A to Point B, murder NPC 34, Drive from Point B to Point C in under three minutes. This is the nature of the beast but what separates the great games in this genre from the wannabes is the packaging. Just Cause 2 provides the tools to make it more than interesting and the game becomes not about completing the missions but about completing them in style.



If anything it is the non-stop action and breakneck pace that prevents the game from being considered a truly great experience. All the sound and fury quickly loses its impact when there are no quiet moments and the fact that what is initially exciting can be, and must be, replicated often eventually means that it becomes the norm. Like an adrenaline junky in the grips of withdrawal, new thrills have to be found and sometimes they’re just not there.

Additionally the sand-box environment is somewhat deceptive as the story mode remains essentially linear in nature. So while it is a welcome distraction to be able to take a holiday away from the struggle against tyranny, it’s something that will have to be returned to to. Whether the game will be able to offer enough in terms of replayability once it is completed is something that it is too early to pass judgement on.

To summarise, the game does emulate the action movie sequels of the eighties a little too well. It is bigger, faster, louder and more implausible than the first... Hell, it’s better too. Just Cause 2 definitely ticks all the boxes for great entertainment and is the perfect antidote to the raft of games being released at the moment which take themselves a little too seriously. Yet, like those movies, once the explosions have been seen, the stunts been witnessed and the bodycount has surpassed that of a Biblical disaster, how soon do people want to watch it again? How long can that be stretched out for before it becomes overwhelming? The answers will vary from person to person but most would recognise that it is possible to have too much of a good thing. This game deserves to be a Box Office smash but it’s not going to win any Oscars.



Jumat, 04 Maret 2011

Killing Me Inside - Biarlah

Intro : C G G# A# 2x
C G
Semua yang berlalu
G# A#
Telah menjadi kenangan
C G
Dan seakan kulupakan
G# A#
Karena ku tak sejalan
C G G# A#
Wowowo . . . .
C G
Dan tak mungkin ku bertahan
G# A#
Meski telah ku coba
C G
Semuanya tak berguna
G# A#
Terbuang sia-sia

Reff :
D# G# C Bb
Dirimu dihatiku sudah terlalu lama
D# G# C Bb
Biarlah ku mencoba untuk tinggalkan semua
C G G# A#
Wowowo . . . .
C G
Dan tak mungkin ku bertahan
G# A#
Meski telah ku coba
C G
Semuanya tak berguna
G# A#
Terbuang sia-sia

Reff :
D# G# C Bb
Dirimu dihatiku sudah terlalu lama
D# G# C Bb
Biarlah ku mencoba untuk tinggalkan semua
G# C 2x Bb
Reff :
D# G# C Bb
Dirimu dihatiku sudah terlalu lama
D# G# C Bb
Biarlah ku mencoba untuk tinggalkan semua

Reff :
F# B D# C#
Dirimu dihatiku sudah terlalu lama
F# B D# C#
Dan biarlah ku mencoba untuk tinggalkan semua

Nikita Willy - Ku tetap Menanti

Intro : G A F#m Bm
         Em C A D

   D                 G
Meski dirimu bukan milikku
  A                   D
Namun hatiku tetap untukmu
   F#m               G
Berjuta pilihan di sisiku
    A                   D
Takkan bisa mengantikanmu

F#m             Bm
Walau badai menerpa
        Em          A  G#m
Cintaku takkan ku lepas
F#m            Bm            Em
Berikan kesempatan untuk membuktikan
                           C
Ku mampu menjadi yang terbaik
    G                       A
Dan masih menjadi yang terbaik

Chorus :
          G
Ku akan menanti
   A                  F#m
Meski harus penantian panjang
   B                      Em
Ku akan tetap setia menunggumu
   A              D
Ku tahu kau hanya untukku
           E/G#
Biarkan waktuku
  A                  F#m
Habis oleh penantian ini
    B                     Em
Hingga kau percaya betapa besar
   C           A            
Cintaku padamu ku tetap menanti

Int : D G Bm A

F#m             Bm
Walau badai menerpa
        Em          A  G#m
Cintaku takkan ku lepas
F#m            Bm            Em
Berikan kesempatan untuk membuktikan
                           C
Ku mampu menjadi yang terbaik
    G                       A
Dan masih menjadi yang terbaik

Chorus :
          G
Ku akan menanti
   A                  F#m
Meski harus penantian panjang
   B                      Em
Ku akan tetap setia menunggumu
   A              D
Ku tahu kau hanya untukku
           E/G#
Biarkan waktuku
  A                  F#m
Habis oleh penantian ini
    B                     Em
Hingga kau percaya betapa besar
   C           A            
Cintaku padamu ku tetap menanti

Solo : G A G A F#m

C         B      Em F#m G E/G# A
Penantian panjang

Chorus :
          G
Ku akan menanti
   A                  F#m
Meski harus penantian panjang
   B                      Em
Ku akan tetap setia menunggumu
   A              D
Ku tahu kau hanya untukku
           E/G#
Biarkan waktuku
  A                  F#m
Habis oleh penantian ini
    B                     Em
Hingga kau percaya betapa besar
   C           A             D  Bm
Cintaku padamu ku tetap menanti
   Em            G  A
Cintaku padamu.. hoooo.. Ku tetap menanti

Int : G A F#m B Em C A D

D                  G
Meski dirimu bukan milikku
  A                   D
Namun hatiku tetap untukmu

Jumat, 25 Februari 2011

Five Minutes - Sumpah Mati

Intro : E F#m B 2x

E F#m
Jangan pernah ada
B E
Pertengkaran lagi
C#m F#m
Antara diriku
B
Dan dirimu

E F#m
Jangan pernah lagi
B E
Cemburu padaku
C#m F#m
Yang harus kau tau
B
Sesungguhnya

[chorus]
A B G#m
Sumpah mati aku cinta
C#m F#m B
cinta kepadamu hanya dirimu
A G# C#m B E B
sungguh ku bisa gila bila tanpamu

E F#m
Jangan pernah lagi
B E
Kau marah padaku
C#m F#m
Yang harus kau tau
B
sesungguhnya


[chorus]
A B G#m
Sumpah mati aku cinta
C#m F#m B
cinta kepadamu hanya dirimu
A G# C#m B E F#m G#
sungguh ku bisa gila bila tanpamu

[solo] C#m-B-A E A
C#m-B-A E A

E F#m
Jangan pernah lagi
B E
Cemburu padaku
C#m F#m
Yang harus kau tau
B
Sesungguhnya

[chorus]
A B G#m
Sumpah mati aku cinta
C#m F#m B
cinta kepadamu hanya dirimu
A G# C#m B E B
sungguh ku bisa gila bila tanpamu
A B G#m
Sumpah mati aku cinta
C#m F#m B
cinta kepadamu hanya dirimu
A G# C#m B E
sungguh ku bisa gila bila tanpamu

[coda] F#m G# C#m B A G#m F#m B E

Kamis, 24 Februari 2011

Pro Evolution Soccer 2011

Pro Evolution Soccer 2011
Game name: Pro Evolution Soccer 2011 PC
Short name: PES 2011 PC
Game Release: Konami
Game production: Konami
Game Language: English

Installation:
1. Unzip the file
2. Burn CD or mirror
3. Serial Number
SWY7-HTUN-3YF5-CD4D-W3AF
MCNC-5HJ3-F2VL-TRUH-MNKN
N5S6-5S3N-CV6E-SE5S-VLX2
AT5F-F9NS-4C94-JKHC-JNXU
VLD3-CPDS-3TTD-4HLV-NTMN
FLEF-DYFW-5DUA-AFCN-ACDN
RDHE-2FE2-4ARV-XFCK-4JTE
4. Copy the EXE from the CRACK directory to the game directory
Download Link: http://ul.to/fcq48v


Pro Evolution Soccer 2011 (officially abbreviated as PES 2011 and known as World Soccer: Winning Eleven 2011 in Asia) is a football video game in the Pro Evolution Soccer series being developed and published by Konami with production assistance from the Blue Sky Team.[1][2] The game was announced on 9 February 2010 and has been released on the PlayStation 3, PC and Xbox 360 on 30 September 2010 in the European Union and 8 October 2010 in the United Kingdom. The versions of Wii, PlayStation 2, and PlayStation Portable were released on 28 October 2010. The UEFA Champions League and UEFA Europa League are featured within the game, and for the first time in the series, UEFA Super Cup and CONMEBOL's Copa Libertadores will be fully licensed.[3][4] The first trailer was released on 4 May 2010,[5] while an E3 trailer was released in June 2010, showing some of the new features of the game. The game also sees the return of Lionel Messi as its cover star.
ITV's Jim Beglin has been implemented as new co-commentator to Jon Champion for PES 2011. A demo of PES 2011 was released for PC and PS3 on 15 September 2010. The demo allowed users to play ten minute games with four teams available: FC Barcelona and Bayern Munich or Copa Libertadores pair Chivas de Guadalajara and SC Internacional. A video presentation was also included after each match outlining the full game's content in readiness of the game's UK launch on 8 October 2010.[6]


New features

  • Total Control: PES has enhanced the 360 degree passing ratio, offering unprecedented levels of control over every pass, shot, throw-in, through-ball, and lofted through-balls. This allows users to pass the ball into space, and move their play with total freedom. Players must nonna precisely weight their passes and second-guess the runs of their team-mates and exploit their movement. Players can apply pressure on opponents to force them off the ball.
  • Shot and Stamina Gauge: In addition to the generic power gauge, the shot and stamina metre details the player’s level of fitness. Constantly sprinting will affect the player’s movements and will have an adverse affect on his stats, with passes going awry and a loss of pace.
  • New Defender AI: Defenders now hold their positions naturally, no longer chasing any ball that enters their area; preferring to close down the attacker and force them into a mistake.
  • Improved Goalkeepers: Players now have more control over their goalkeeper. This greater control allows for quick roll-outs, saves, improved accuracy with goal kicks, and precision ball distribution to make quicker breaks or playing down the clock easier.
  • Animation and Player Physics: PES has reworked every element of in-game animation. These additions will become clear before even kick-off, with the players enjoying more natural movements, with more realistic acceleration and inertia. The physicality between players is also improved, which was a priority requested in PES forums. Jostling and blocking now looks much better, while there is a larger variety of convincing tackling styles. Ambient animation also adds immensely to the in-game atmosphere, as players behave realistically when off the ball, and walk and run with a variety of individual styles. PES 2011 on the PSP has commentary and the players coming onto the pitch and real stadiums instead of none on the PSP.
  • Stadium Editor: The stadium editor allows the player to create his own stadiums. One will be able to edit the stands by selecting preset built structures, seat colours, the adboards and hoardings, the turf style (similar to Pro Evolution Soccer 2008), the architecture and roofing of the stands, whether there's a running track, plain ground, or grass around the pitch. One can also select to have fencing near the seats similar to certain stadia present in Germany and other parts of the world. Once all that has been put together, the user can now choose the setting for the stadium. The user is given the option to specify a background layout, with a variety of both urban and rural backdrops. After that, there is a possibility of adding a background image, with stock items including city scenes - and a mountain range that looks similar to the one seen in the background on the PES 3 intro.[7] With this tool it should be possible to recreate many different stadiums from all over the world with lots of variation in style. There are currently around 25 stadiums in PES 2011 (not all licensed ones). This is more than PES 2010, which had 22. There will be a total of 25 slots to create stadiums, giving a grand total of 50 possible stadiums.
  • Speed of Play: The new level of control means that PES 2011 enjoys a more considered pace of play, which varies dependent on situations. The game will burst into life as counter-attacks come into play, but players can dictate the pace via slow build up or exploiting available space to surge forward. It is harder to make long runs from midfield, and successful play will depend on making quick passes to make room.
  • Aesthetics: Facial animation has been enhanced, but the key advances are over 1,000 all-new animations which have been recreated from the ground up using over 100 hours of motion captured footage. Every aspect of player movement has been reworked, with more organic runs, turns, throw-ins, tackles, and interaction. The way players speed up and slow down is also more natural, while replays display elements of motion blur that bring the user's saved goals to vivid life.
  • Tactical and Strategy: The sheer number of options available in the PES series has established it as a remarkably flexible simulation, allowing players to stamp their playing style on each match. The PES Productions team has implemented an all new "drag and drop" mechanism that can be used in every aspect of team management, not just substitutions or formation changes. These settings are also animated to promote better understanding of the plays that have been altered.
  • Feint settings: PES offers a wide range of subtle skills, feints and turns, but PES 2011 allows users to map their favourite move sequences to the right stick, making them more accessible than ever before.
  • Master League Online: Master League offers an all-new challenge, as users are invited to try their hand against other managers online. PES 2011 marks the online debut for its much-loved Master League element, with players bidding against each other for the world’s best players, and attempting to build a squad that can compete with the best against online peers all over the globe.
  • Other Edit Features: PES 2011 does not feature a boot editor. Boots and balls will be added by Konami through updates like PES 2010. One is be able to create teams, stadiums, and even full leagues (for use with offline game modes such as Become a Legend, League/Cup, and Master League) with qualification structures. In addition, the user will be able to edit the league emblems too. This is all on top of the current edit mode system that is present in PES 2010.

Shaquille O'Neal



Shaquille Rashaun O'Neal (lahir di Newark, New Jersey, Amerika Serikat, 6 Maret 1972; umur 38 tahun), sering disingkat Shaq, adalah salah seorang pemain basket NBA yang paling dominan. O'Neal pertama bermain untuk Orlando Magic, lalu pindah ke Los Angeles Lakers, dimana ia menemukan kejayaannya dengan merengkuh 3 kali titel juara NBA. Menjelang musim 2004-05, dia pindah ke Miami Heat dan merengkuh 1 titel juara NBA, lalu pindah ke Phoenix Suns, dan untuk musim 2009-10 dia pindah ke Cleveland Cavaliers. Dengan tinggi 2,16 m, berat 150 kg, dan sepatu 22 (ukuran sepatu Amerika Serikat), Shaq terkenal dengan ukuran fisik tubuhnya. Shaq memiliki beberapa julukan seperti "the Diesel", "the Big Aristotle", "M.D.E (Most Dominant Ever)", "Superman", dan julukannnya yang terakhir setelah mendapat gelar doktoralnya, "Doctor Shaq".

Karier

Sejak bergabung di liga pada umur 20 tahun, kariernya telah berkembang menjadi salah satu perkembangan pemain basketyang paling mengesankan di sejarah NBA, sekaligus meletakkan standar tersendiri bagi definisi pemain tengah (center) dalam bola basket masa kini. Dia selama berkarier berhasil meraih 4 gelar NBA, yaitu: 3 kali saat bersama Los Angeles Lakers (2000, 2001, dan 2002) dan 1 kali saat bersama Miami Heat (2006).
Sejak musim 2007-08, Shaquille O'Neal mulai menunjukkan kelambatan dan berkurangnya akurasi tembakan yang dianggap berbagai kalangan dirinya dinilai sudah tua. Bukti utamanya adalah jebloknya prestasi Miami Heat sampai pertengahan musim tersebut. Akhirnya dia pindah ke Phoenix Suns setelah ditukar dengan Shawn Marion dan Markus Banks. Semua ini berkat peran dari direktur utama Suns, Steve Kerr yang berharap O'Neal dapat menutupi kelemahan Suns, yaitu rebound.
Shaquille O'Neal memiliki kelemahan yang paling utama, yaitu lemparan bebas. Oleh karena beberapa dari tim-tim lawan menggunakan strategi bertahan yang bernama "Hack-a-Shaq". Strategi bertahan yang mengupayakan agar membuat O'Neal banyak melakukan tembakan bebas dan mengurangi dia melakukan tembakan dua angka. Dia pernah gagal semua dari 11 kali percobaan lemparan bebas saat melawan Seattle SuperSonics pada tanggal 18 Desember 2000.[1] Pada tanggal 26 Desember 2008 (di sana tanggal 25 Desember), O'Neal gagal untuk ke 5000 kalinya dalam melakukan lemparan bebas. Menjadi pemain kedua dalam sejarah dalam hal yang sama. Yang satu lagi adalah Wilt Chamberlain.[2]

Kobe Bryant





Kobe Bean Bryant (lahir di Philadelphia, Pennsylvania, Amerika Serikat, 23 Agustus 1978; umur 32 tahun) adalah seorang pemain NBA dan bermain untuk klub Los Angeles Lakers. Dia memakai kostum bernomor punggung 24 (sejak musim 2006-07) dan bermain dalam posisi Shooting guard. Kobe pertama kali bermain di NBA pada kompetisi tahun 1996-1997 dan telah membawa Los Angeles Lakers 3 kali juara saat bersama dengan pemain berbintang lainnya, Shaquille O'Neal-yang sekarang ini bermain untuk tim Cleveland Cavaliers.

Prestasi Karier

Salah satu prestasi individu terbaiknya adalah mencetak 81 angka saat melawan Toronto Raptors pada tanggal 22 Januari 2006, yang merupakan jumlah angka kedua terbanyak dalam sejarah NBA yang dicetak dalam satu game. Di musim ini pula ia mencetak 50 poin ke atas dalam 4 pertandingan berturut-turut. Ia memiliki rekor sepanjang kariernya yaitu membuat poin di atas 50 sebanyak 21 kali. Tetapi rekor itu belum cukup, karena pemain legenda Wilt Chamberlain dan Michael Jordan lebih banyak mencetak poin di atas 50, Chamberlain dengan 108 kali dan Jordan 31 kali. Namun, dalam sejarah NBA, ia pernah mencetak 81 poin dalam 1 game di mana itu adalah rekor angka terbanyak kedua yang dicetak setelah Wilt Chamberlain yang bisa mencetak 100 poin dalam 1 game. [1][2]
Bryant juga mencatatkan rekor lain dalam hal mencetak angka. 2 Februari 2009 (waktu setempat), ketika Lakers melakukan pertandingan tandang ke New York Knicks, ia mencetak 61 angka dengan prosentase tembakan sukses 61% dan Lakers menang 126–117. 61 angka yang dicetak Bryant berhasil menumbangkan rekor angka terbanyak yang dicetak oleh satu pemain di Madison Square Garden, rekor yang sebelumnya dipegang oleh Bernard King. [3]
Bryant juga memegang rekor sebagai pemain termuda dalam sejarah NBA yang mampu mencetak angka sebanyak 24.000 dalam usia 31 tahun 75 hari, melewati rekor Wilt Chamberlain yang meraihnya pada usia 31 tahun 113 hari. Ia menjadi pemain ke-17 yang mampu mencetak angka diatas 24.000[4]
Pada tanggal 1 Februari 2010, Kobe Bryant mencetak 44 angka untuk menjadi top skorer sepanjang masa Los Angeles Lakers melewati Jerry West saat Lakers melakoni laga tandang ke FedEx Forum pada melawan Memphis Grizzlies.[5]