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More Dakka in video games, titles H-P.

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  • Half-Life never really had an example of this trope, except for the expansion pack Opposing Force. The M249 PARA LMG had a 50 round clip, insanely powerful shots... It put the toughest enemies in the game to true shame, and could wipe out the final boss in less than one whole clip. More Dakka indeed.
  • Halo:
    • "Press B to detach turret." Normally you only get about 200 shots or so off of it before it runs dry (due to being forcibly detached from its ammo supply), but with proper use that is more than enuff dakka to wipe out whatever you're up against at any given time. Heck, just leave the turret on its stand, and you'll never run out of ammo. In fact, mounted turrets in the earlier games not only had infinite ammo, but would never overheat, allowing you to fire an endless stream of dakka forever.
    • In-story and in space, there's the UNSC Infinity introduced in Halo 4. How ridiculously overarmed is this thing? Just take a look at its weapons: four city-killing 64 kiloton railguns, 250 Hower missile pods (24 missiles per pod), 250 Rapier missile pods (30 missiles per pod), and 500 Howler missile pods (20 missiles per pod), all for a total of over 25,000 missiles, 870 70mm autocannons mounted on various points of the ship, four big freaking MAC guns, various smaller railguns mounted along the surface, and several nuclear missiles that are each nearly on par with the Tsar Bomba.
    • With skill, really any rapid firing weapon in the games can apply. This is especially true when you're playing one that allows for dual wielding of weapons, which also allows for different types of dakka if you're holding a different type of gun in each hand, resulting in certain enemies dying faster than if you only had one type (eg. Plasma Rifle in one hand wipes out an Elite's energy shields, SMG in the other wipes out the Elite).
    • Halo Wars and Halo Wars 2 are prime examples, since they're Real-Time Strategy games. Have a problem that you can't figure out how to get around with the units you have or the strategy the game is recommending? Start churning out massive numbers of weak little Grunts and be pleasantly surprised when the enemy's base is a smoking wreck from their combined firepower.
  • The arcade game Heavy Barrel saw the players collecting keys and opening up chests — some of which contained the components to the eponymous Heavy Barrel. It was a massive weapon that fired a massively destructive cone of energy that would instantly kill infantry and do serious damage to everything else. Best of all the weapon had unlimited shots for a limited duration.
  • Hellgate: London: The Bulletspammer is a marksman build that relies on a pair of rocket gatling pistols, for a base firing rate of 1200 rounds per minute. The Multishot skill briefly multiplies all fired rounds by 3 for a total of 3600 rounds per minute. The Rapid Firing skill only reaches a maximum RoF multiplier of 235%, but can be done sooner, more often, with a damage bonus and in massive, room-clearing spreads. Rebounder skill improves the chance that stray rounds find another target, as do Ravagers which allow a single round to find up to two other targets.
  • Heretic has the Hellstaff, and to a lesser extent the Dragon Claw. They fire fast, that's their only advantage.
    • After using the Tome of Power (that enhances a weapon's power for a short time), these weapons actually lose their dakka abilities, in exchange for area-effect powers (releasing a spread of iron balls and a shower of hellfire upon impact, respectively). Most of the other weapons do gain plenty of dakka when powered up, though.
    • And then there's the Firemace, with also unleashes a decent amount of dakka normally. And like the other rapid-fire weapons, it's powered-up version trades speed for power.
  • In the original Homeworld, the Multi-gun Corvette has six rapid-tracking, rapid-fire mass drivers, and the Drone Frigate can spawn two dozen floating rapid-fire mass drivers. Capital ships go down in a reasonable time to a large swarm of Multi-gun Corvettes and even super-capital ships take significant damage.
  • Hyperdimension Neptunia : Anyone unfortunate to have Uni has an opponent will find themselves facing down the barrel of her oversized assault rifle. Which is capable of spitting out fragmentation rounds, explosive ammunition, magical bullets AND gigantic lasers.
    • She ups the ante in Victory with a completely overhauled command list which, when set up properly, allows a maximum of 34 rounds (which is also the highest combo count of all the characters available, a feat shared with Vert) to be rained on an unfortunate opponent (specifically, Full Clip (8 hits) —> Full Clip (8 hits) —> Full Clip (8 hits) —> Blind Firing (10 hits) ) . In. A. Single. Turn. And with. Extremely. Low. Recovery. Time.

  • Iji has several guns like this, though most of them fire "Nano" or "Plasma".

  • Jak and Daxter:
    • Jak II: Renegade has the Vulcan Fury, which tends to be Awesome, but Impractical because you keep shooting targets long after they've sustained terminal damage, until you stop shooting them and they just flop to the ground.
    • Jak 3: Wastelander turned it Up to Eleven with the Needle Laser, which spams tiny electric-blue darts that seek out your targets (and sometimes spin around in the air if you've dakka'd out too many); the Beam Reflexor, which has a comparatively low rate of fire until you consider that the beams ricochet around several times, permitting you to kill people around corners; and (the greatest of them all for sheer Awesome, but Impractical) the Gyro Burster, which creates a spinning Attack Drone that spams out ammunition almost nonstop until it shuts down, with a really very satisfying sound.
    • Jak X Combat Racing gives us machine guns and turrets (which both come with absurd amounts of dakka), and an Attack Drone. When you hit full Dark Eco for your car, the turret takes a retrograde step in the dakka stakes, but the drone and machine gun get even worse for whoever's in their sights, complete with a metallic edge on the machine gun sound effect that makes it sound almost as satisfying as the Gyro Burster.
    • In The Lost Frontier the starting weapon on your plane is a machine gun. It can be fitted with a maximum of five barrels, which is pretty good when you're loading it onto something that has to be able to fly. (And the Vulcan Fury is back, with rebounding bullets. Fun for the whole family!) There is also the Vulcan Cannon weapon for planes, which sprays a cloud of bullets in whatever direction you point it. Loaded onto the Gunship, which has five weapon mounts per wing, and you have the most dakka the series has seen so far.
  • In Just Cause 2, the player can upgrade his weapons using weapons parts found in the world. Doing so increases the weapon's damage, accuracy, magazine size, AND rate of fire. Even when upgraded to the max, there is still not enuff dakka.
    • There are however, mounted miniguns that can be detached and carried about. You move painfully slow while carrying them, and can't even jump, but it more than makes up for it with it's ability to shred anything in the game to pieces in seconds. Interestingly, the game depicts the minigun a tad more realistically than most games- You don't hear individual shots, just a high pitch whine.

  • The weapons of Kid Icarus: Uprising, most notably the blades and claws.
  • One of Fulgore's (The Robot) fatalities in Killer Instinct is revealing a gun hidden inside his body. Then another. Then another. Then some more. Then another. Then, he fires.
  • Kingdom Hearts I allowed you to mount up to a dozen weapons on your Gummi Ship. For a Disney game, that is a lot of dakka.
    • Let's let Awkward Zombie explain it for us.
    • And how about Xigbar's final move, which has him teleport all around the place while shooting at you?
    • The sequel turned it Up to Eleven with its Gummi Ship missions. Most of which involved mass swarms of enemies who could cover the entire screen in bullets. The player was, naturally, given more dakka to compensate, including cannons that fired split streams of dakka in a multitude of directions and the option to bring along two wing ships for even more dakka.
    • The link attacks of the Kab Kannon, KO Kabuto, and Staggerceps Dream Eaters in Kingdom Hearts 3D: Dream Drop Distance unleash this upon your foes. While they normally only fire a shot every few seconds or so, their link attacks launch around 10 shots per second.

  • Several champions in League of Legends use this as a gameplay mechanic.
    • Jinx carries a minigun that shoots faster and faster the more she keeps attacking.
    • Lucian's ultimate ability the culling makes him shoot non-stop in front of him with his light-powered pistols for a set period of time. The faster his attack speed is, the more he attacks and the more damage he deals.
    • Miss Fortune has two spells that make her fire a shower of bullets in a cone dealing damage to everyone inside and another one that makes her fire in the air, creating a zone where everyone gets slowed down. How she manages to shoot that many bullets from flintlock pistols is a mystery.
    • Corki is another champion who rides on a small aircraft. One of his spells lets him shoot constantly in front of him with a mounted gatling gun.
  • There's the Gatling gun at the end of most campaigns in Left 4 Dead. Dakka on hordes of zombies simply can't be missed. Same goes for the heavy machine gun in the second game.
  • Let It Die: You can equip up to 6 weapons at any time, of any variety and firepower, which includes submachine guns with 210 bullets each. Not enough? Then use your Rage Gauge to transmute extra bullets or grenades from your empty guns! Even your puny arm-mounted crossbow can fire a spray of over twenty-one arrows in the span of three seconds!
  • Vehicles in the Lost Planet series' (called Vital Suits) have detachable weapons. The most common is a Gatling Gun. After taking a gun, you may carry it on foot. However, the real use for this is doing the reverse, i.e., attaching the gatling cannons to both sides of the VS. The result is an barrage that can mow through every enemy in the game (and is a very viable strategy for online multiplayer). The same thing can be done with any other weapons, like Giant Missile Launchers, Sniper Rifles, Rocket Pods or even Lasers. Couple that with Multi-Seater VS' and you get a giant mobile fortress of More Dakka (although those tend to have only one detachable gun and a smaller machine gun).
  • The Ninja gun from LunarKnights is a rapid-fire, solar-powered Guns Akimbo just perfect for taking out a small army of weak Mooks charging at you. Progression through its ranks gifts it with More Dakka.

  • Makai Kingdom already gives you Gatling Guns and a Humongous Mecha with Gatling Guns Akimbo, then goes Up to Eleven and gives you a More Dakka attack with a single-shot rifle.
  • Mass Effect gives us the talents Overkill (code name for "forget overheating, keep the trigger down and watch stuff die") and Marksman (as above, plus roughly doubles your rate of fire). Mass Effect 2 has the M-76 Revenant Light Machine Gun.
    • An honorable mention is the M-96 Mattock assault rifle. While it is semi-automatic, it has a generous fire rate cap of 750 rounds a minute (just slightly under the fully automatic M-8 Avenger's 800). What really puts it under this trope is that it maintains this rate of fire while under the soldier class' "Adrenaline Rush" ability, allowing a soldier to lay down an entire magazine in a single devastating burst.
    • Mass Effect 3 brought back Marksman as one of Ashley Williams' unique talents, as well as giving it to certain multiplayer classes. Combine this with the Revenant still being available and she can lay down an absolute wall of fire. Several other weapons, like the Phaeston and the DLC-only Geth Plasma SMG are also built on the spray and pray model, with the latter actually firing faster the longer you hold down the trigger.
    • Most heavy weapons in 2 operate on the 'slow firing big boom' model. Perhaps recognizing a gap in the arsenal, 3 added the Geth Spitfire, essentially a plasma-firing minigun with the fire rate to match.
    • In Mass Effect 3, Shepard calls for this explicitly. Originally s/he thinks that s/he's just having the Normandy bomb a Reaper base but then finds out the base itself is a Reaper. S/he calls for EDI to network the Normandy's weapon systems to the entire Quarian fleet.
    • A special mention must go to a memorable scene in the Citadel DLC, where Shepard and their two squadmates are surrounded by CAT-6 mercs and Shepard has to cover them as they climb the ladder. As Shepard him/herself prepares to climb and is seriously outgunned, the entire crew pitches in to pull his/her ass out of the fire, unleashing an entire crew's worth of massed firepower upon every last merc in the vicinity.
      Garrus: And that was the moment the universe ran out of ammunition.
      Wrex: That's why I love hanging out with you guys. Why shoot something once when you can shoot it 46 more times?
      Javik: I find what primitives lack in aim, they make up for in ammunition.
      E.D.I.: In retrospect, I should have deployed my decoy, but this allowed the rest of you considerable catharsis.
    • In the same DLC, the Geth Spitfire makes a comeback — except that instead of the usual drill, where it has 200 rounds and is intended for use against Mecha-Mooks, this mission pits Shep against human enemies, and gives you a thousand rounds for your very own plasma chaingun.
    • There is a weapon that can compete with the Spitfire: the DLC-only N7 Typhoon, a light machinegun that defaults to a hundred rounds per thermal clip with a roughly six hundred round reserve, and which can be fully upgraded to one hundred and fifty per clip, which can be further upgraded by certain class talents. Lay down the bullets.
  • The Ingram from Max Payne provides a hefty quantity of DAKKA. Can be duel-wielded for even MOAR DAKKA. They do suffer from limited stopping power and reduced accuracy, but the ability to fill a 5-foot cube with bullets compensates for this nicely. There's also the rapid-fire Commando, an earlier version of the M4, and the Jackhammer, which is a fully-automatic shotgun.
  • MDK2 character Kurt is equipped with a chaingun in the arm of his COIL suit with unlimited ammunition, as well as an enhanced chaingun with a faster rate of fire. Max is a robotic dog with four, gun wielding arms. He has a single unlimited ammunition machinegun pistol, and can carry 3 more machinegun pistols. He later discovers chaingun weapon pickups, enabling him to wield four chainguns with continuous fire. That's a lot of DAKKA!
  • MechWarrior has "gunboating", a term for when you take a nice mech and load it up with as many machine guns (normally used only for anti-infantry and anti-light-vehicle purposes in the setting) as possible (creating a "gunboat"). In the early MechWarrior titles (MechWarrior 2), doing this gave you a disproportionate amount of firepower and would turn the game's strategy into "whoever fires first wins". Consider a medium-sized person carrying a machine gun on each arm, and two additional shoulder-mounted machine guns that can all be fired by pulling one trigger. Now say that person is now a medium-sized mecha, and multiply the number of machine guns by 3.
    • This is enabled by the fact that the Autocannons (which are devastating in the novels) have a relatively slow reload rate to offset their heavy punch, while the MGs can fire an uninterrupted stream while also putting off absolutely no heat. Let's not get into their huge magazines. About the only flaw with the design was the relative lack of range-being nearly the shortest-ranged weapons in the game, the assumption was a machinegun-boat would never make it past the longer-ranged fire of a Mech armed with heavier guns.
      • The smaller lighter Autocannons can compensate weight with distance and damage (While MGs have to get close, even the smallest caliber light autocannon can pick you off from a distance), the Clan Hell Horse's rotary Autocannons for the bigger calibers may pack a lot of dakka but is prone to jamming and has range issues.
  • This is one of Bass' trademarks in the classic Mega Man series. His Bass Buster has the ability to shoot pellets at a much faster rate than Mega Man can, only at cost of having to stand still while doing so.
  • Mega Man X: Command Mission: The version of X's Ultimate Armour in this game rejects the "dash through the enemy" Nova Strike of the sidescroller titles in favour of letting him open up on the enemy with a good amount of firepower.
    • In Mega Man Battle Network, certain power-ups give MegaMan the "vulcan" ability, which frankly means rapidfire. Geo and Omega-Xis, from Mega Man Star Force, do this automatically - the difference between weapons is largely the attack power, rate of fire, and rate of charge.
    • In the PSP remake of Mega Man X, Vile's most powerful vulcan is the Triple 7. Powerful, high rate of fire, good range and spread, and hideously taxing on weapon energy. Useless against bosses, but works fairly well for killing everything in the stage.
    • Axl from Mega Man X7 and Mega Man X8 is all about this. While his gun isn't very powerful, he makes up for it with rapid-fire capabilities, to the point that in X8, while X and Zero need to use their charge shot and final combo attack to break an enemy's guard, Axl just needs 1 or 2 seconds of sustained fire. Also, instead of copying a boss' weapon into an Arm Cannon like X, Axl instead gets brand new guns based on their attacks, including grenade launchers, magnum bullets that pass through walls, ray guns, and dual-wielded flamethrowers.
  • Men of War strives for WWII realism with tanks usually mounting multiple machine guns & automatic AA guns useful against light ground targets, but there are some ridiculous ways to achieve more dakka by making every infantryman capable of detaching heavy machine guns from its mounts and firing it on foot.
  • Vulcan Raven, of Metal Gear Solid, carries around an M61-A1 Vulcan 20mm rotary cannon from a fighter jet. I repeat, carries around a gatling gun from a fighter jet. With its refrigerator-sized power supply strapped to his back. That's about as dakka as one man on foot gets.
    • The Boss's weapon of choice in Metal Gear Solid 3: Snake Eater is an assault rifle called The Patriot. Her method of using it is simply to hold down the trigger until whatever she points it at is dead. The weapon never overheats and has a Bottomless Magazine. You eventually get your hands on it... somehow... and can use it in much the same manner — although, unlike her, you can't use it to deflect incoming bullets and must wield it with two hands, while The Boss herself wields it one-handed. Which is impressive because of the gun isn't much larger than a pistol. During an exposition break, a team member comments that the recoil would break a normal person's arm.
    • In a New Game+ the sheer level of having TWO Patriots in a fight actually makes the bullets EXPLODE upon hitting each other in the air.
    • Metal Gear Solid: Peace Walker allows the use of several machineguns, including an MG42, which has a higher rate of fire than the M60 and a handheld minigun, which when combined with the bandana, spits out a stupid amount of lead causing ridiculous damage endlessly.
  • The HEAVY MASHINE GUN from Metal Slug. By far the most common weapon found in the series. The eponymous tank's Vulcan Cannon also counts when it comes to obliterate everything in your path.
    • Then there's the Double Machine Guns from MS 5, all of the various vehicles and animals the character's can use, Allen O'Neill and his huge machine gun, gatling rebels...
    • The entire Metal Slug series is built on awesome firepower, ranging from heavy machine guns, BIG heavy machine guns, two machine guns, and other powerful weapons. The original Neo Geo versions, and accurate emulations thereof, are notoriously laggy due to using too much processing power to animate massive amounts of projectiles and debris.
  • Metal Wolf Chaos can be entirely boiled down to slapping this on to a (not quite so) Humongous Mecha, piloted by an extremely Hot-Blooded president, who is entirely willing to use his plentiful supply of Dakka to spread his BURNING AMERICAN JUSTICE!
  • Mission Force: Cyber Storm is a game produced by Dynamix and published in 1996 by Sierra Entertainment that just lives by this trope. The game features as the player progresses ever bigger combat Mechs with an ever increasing number of available weapon hardpoints.
  • Both Might and Magic VI and VII feature blaster weapons, a (semi-)automatic weapons which deal only little damage with a single shot, but have so small recovery time that if you equip them on all of your team and hold attack button you'll just keep firing a neverending stream of bullets which mows down everything standing in your path.
  • In Modern Warfare 2 in multiplayer, use the Vector (slightly faster)/P90(more ammo), Bling, and attach faster fire and akimbo as the gun's attachments. Now run into a room full of enemies, and open fire. Sure, this eats up ammo like nobody's business, but DAMN is it fun!
  • In the Xbox Live Arcade game Monday Night Combat the Gunner class has a chain-gun as his primary weapon. Upgrading his class skill all the way adds a SECOND chain-gun on top of the first one. More Dakka indeed.
  • Jax from Mortal Kombat frequently has this, sometimes as a gun for a special move and sometimes in his bionic arms for a Fatality.
    • In 11, Guest Fighter Spawn kicks off his Fatal Blow by producing a whole ton of firearms from his cape and firing away.
  • In the Gundam video game MS Saga: A New Dawn, there are two skills that let you invoke More Dakka; one that lets you fire every ranged weapon you have equipped all at once, and one that does the same but adds in an attack with your melee weapon at the end. They have the potential to be perhaps the most damaging attacks in the game, so it's well worth your while to load up your Mobile Suits with as many guns as you possibly can.

  • The average player's warship in Naval Ops (AKA Warship Gunner) games can have any combination of 35mm CIWS, multibarreled miniguns similar to the Phalanx, 40mm quad-barrel machine guns, 12.7cm rapid-fire High Angle flak cannons, or rapid-firing Pulse Laser AA guns, and that's just air-defense dakka. Other "traditional" dakka includes Gatling cannons ranging from 40mm to 406mm and 57mm High-Velocity guns that upgrade to 280mm Advanced Gun Systems. The game brings it's own special brand of dakka when auto reload systems can reload 80cm Main Guns, vastly larger than any fitted to a real warship, in about a third a second, or apply the same technology plus the games interpretation of AEGIS to submarine torpedoes. A quad tubed 80cm guided torpedo setup with AEGIS can lock onto 9 different targets and send 4 torpedoes, one for each tube, to each target. The next volley will be loaded before it finishes locking on again. Similar effects can be done with missiles. Gun dakka, torpedo dakka, missile dakka, still not enough dakka.
  • Nuclear Throne's Rebel, with a specific set of skills, can summon a legion of allies that can and will literally create a continuous spray of bullets. And if you get the Throne Butt mutation their fire rate goes up substantially.

  • In Overwatch, the character Reaper's Ultimate ability, Death Blossom, allows him full access to Hammerspace, obtaining an infinite amount of shotguns to unload an arbitrarily large amount of shotgun rounds in every direction for 3 seconds, temporarily providing more DPS than almost every other character in the game on average. This lets you get them when they least expect it with a nice BM and a good laugh.

  • Paladins:
    • Ruckus & Bolt from are a goblin/Mini-Mecha duo who wield a pair of miniguns to mow down their enemies. And if that's not enough, their ultimate, Hexa Fire, briefly adds two additional miniguns and two rocket launchers to the bullet storm. Few can survive their barrage and the ones that do can be easily finished off.
    • Talus already has a high fire rate with his veracharger, but he can briefly unlock a second barrel on it to shoot even faster.
  • Parasite Eve 2 features the M249 Light Machine Gun, one of the game's many unlockable items. Possesses the slowest reload time of all of the weapons available to Aya, but is strong, can hold 200 bullets, and awesomely high dakka output.
  • The Cyclone from Perfect Dark has a secondary mode that fires approximately 2000 rounds per minute and empties the weapon's 50-round magazine in under a second. You can even get two of them without using cheats.
    • There's also the RC-P120 (which is totally unrelated to Goldeneye's renamed FN P90), with a high rate of fire and a 120-round magazine.
    • The Reaper, aka "corridor-clearer". It takes a second to start up and it's extremely inaccurate but its firing rate is insane. You can use its rotating firing head as a melee weapon.
  • Persona 5:
    • Party member Ann Takamaki's long range weapon of choice are Submachine Guns that indiscrimately spray the enemies with bullets. As such, she has 3-5 times the bullet clip size of your other party members, and will always fire multiple shots every time she pulls the trigger.
    • Shinya Oda's Confidant unlocks a couple abilities of this type. "Down Shot" allows Joker to knock down an enemy by emptying his handgun's clip into it, while "Bullet Hail" has your entire active team unleashing a hail of bullets into the enemy party.
    • Haru’s initial persona, Milady, is basically a tank masquerading as a living ball gown. Its skirts can part to reveal a comically large array of miniguns, cannons and missiles. Fittingly, Haru is the only party member to naturally learn Gun skills, starting with an attack that hits all enemies multiple times.
  • The man-at-Legs cyborg arachnorb from Pikmin 2 attacks with a built-in autocannon aimed with a Laser Sight. It's the one enemy in the game that forces players to Take Cover!, as nothing else in the game is capable of rapid fire.
  • The Terran Republic weapons in Planetside are built around this trope. Their heavy assault gun is a miniature chaingun, and their rifle's tracers look like lasers because they fire so damn fast. And they have a 5 man armored truck with 4 20mm guns on it. Their MAX armor gets a rotary chaingun or a twin-barreled rotary rocket launcher on each arm. Their MAX special ability allows them to fire pitons into the ground from their legs, increasing the rate of fire, projectile speed, and reload speed by up to 50% for maximum dakka.
    • That's not to say other factions don't do this. The New Conglomerate have a weapon called a Jackhammernote , a heavy triple-barrelled semi-automatic shotgun with a rapid-fire 3-shot burst mode. Get caught on the business end of this bad boy and you'll have to be scraped off the wall with a spatula.
  • Some more lighthearted examples from Plants vs. Zombies:
    • One of the mainstays of your vegetable defenses is the Repeater, which fires two peas at once. However, later in the game you can purchase an upgrade for your Repeater which allows you to upgrade them into Gatling Peas, which fire four peas at once. Might not seem like much, but it has the highest rate of fire in the game. Put it behind a Torchwood and you get flaming Dakka, able to take down an unarmored zombie in a single volley.
    • In the DS version, one game mode allows you to temporarily encourage your normal Pea Shooters by shouting in the mic, causing them to briefly unleash a load of peas that puts even the Gatling Pea to shame.
    • In Plants Vs. Zombies 2: It's About Time, any of the pea-shooting plants have a Limit Break consisting of unleashing an absolutely ungodly barrage of peas when they get plant food used on them. You'd think your supply comes straight from Ork shipments.
  • Every character who uses guns in Project X Zone, including Mii Kouryuji.


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