Trim an AI Powered Background Remover (Game Sprite Path)

By Arron R.15 min read
An AI powered background remover collapses the hand-mask step for sprite sheets. Sorceress BG Remover runs the Bria remove-background model at 3 credits per ima

The hand-mask step has been the slowest single pass in the indie sprite-sheet pipeline for as long as transparent PNGs have existed. A trained artist can clip a clean character cutout in five to fifteen minutes per frame in a desktop editor, and a 36-frame roster (twelve characters, three animation states) eats a full workday before any in-engine code runs. An AI powered background remover in 2026 collapses that step into a single batch upload, returns transparent PNGs at under five seconds per frame, and ships at 3 credits per image (about three cents on the Sorceress Starter pack) instead of an hour of artist time per character. This guide trims a full character roster end to end with the Sorceress browser stack, with every credit cost and model identifier re-verified against the live source on June 29, 2026.

AI powered background remover pipeline diagram for indie game sprites - prep AI Image Gen, batch trim BG Remover Bria, snap edges Pixel Snap, pack Spritesheet Analyzer
A 2026 AI powered background remover pipeline runs four steps in one Sorceress tab — prep, batch trim, snap edges, pack the sheet — with verified credit costs from src/app/bg-remover/page.tsx on June 29, 2026.

What an AI powered background remover actually means in 2026

The category covers any tool that takes an input image with a subject sitting on a background and returns a transparent PNG with only the subject pixels left, ready to drop on top of a game scene without a colored fringe. The technical primitive sits at the intersection of three well-studied disciplines: image segmentation, which decides which pixels belong to the subject; alpha matting, which computes the soft edge between subject and background (including hair, fur, and translucent surfaces); and binary cutout, which writes the result back as a transparent PNG with a clean alpha channel.

Sorceress BG Remover runs the Bria remove-background model verified against src/app/bg-remover/page.tsx line 577 on June 29, 2026 at 3 credits per image (BG_REMOVER_CREDITS constant on line 13 of the same file). The tool accepts PNG, JPG, and WebP up to 5 MB each (MAX_FILE_SIZE_MB constant on line 14), supports batch upload of multiple frames in a single pass (batch processing logic on lines 617 to 637), and outputs a transparent PNG with a clean alpha channel suitable for direct sprite-sheet packing.

The 2026 generation of AI powered background removers run on transformer-based segmentation backbones that learn the “subject vs background” boundary from millions of labeled images. The same architecture that solved general object segmentation also solved the harder sub-problem of chroma key-quality alpha edges without a green screen, which is why a single still photo, an AI-generated sprite, or a video frame all run through the same one-click pipeline.

The honest limits — where AI matting still loses to a manual mask

An AI powered background remover beats a manual pen-tool mask on speed and matches it on quality for the 90 percent of sprite-style subjects that have a clear silhouette, a single subject, and no complex transparency. The remaining ten percent of subjects produce predictable failure modes worth flagging up front, because catching them at the source-image step costs minutes while catching them at the engine-import step costs hours of cleanup.

  • Translucent hair, fur, or fabric. The model cuts through wispy strands instead of preserving the partial alpha, leaving a sprite with a hard outline where the artist wanted soft hair. Fix at the source: prompt the upstream image generator for short tied hair, helmets, or hooded silhouettes that read as solid blocks at sprite resolution.
  • Subject-colored background fringe. When the background plate shares hues with the subject (a green wizard on a forest background, a red knight on a brick wall), the model bleeds background color into the cutout edge. Fix at the source: ask the upstream generator for a contrasting background (white background, neon green background, hot pink background) that the cutout model can separate without ambiguity.
  • Multiple overlapping subjects. The model cuts both characters as a single mask, returning a two-character sprite glued together instead of two separate cutouts. Fix at the source: generate each character on its own frame, then composite the pair in the engine where Z-ordering is explicit.
  • Low resolution. Input images below 256 by 256 do not give the model enough per-pixel information to make a clean mask decision, and the alpha edge gets blocky. Fix at the source: generate at 512 by 512 or 768 by 768, run the AI powered background remover, then downscale the trimmed result to the final sprite resolution rather than upscaling a low-res cutout.
  • Heavy motion blur or compression artifacts. The model treats blurred or compressed edge pixels as ambiguous and either keeps too much or cuts too aggressively. Fix at the source: prefer fresh diffusion-model output over compressed reference frames from external image hosts.

For the 90 percent of indie sprite-sheet subjects that fall outside these five failure modes — clear central character, tight palette, contrasting background, fresh source image, no overlap — the AI path lands a clean alpha-channel PNG in under five seconds and matches a manual pen-tool result to the eye at sprite resolution.

How an AI powered background remover beats the manual pen-tool path for sprites

The economic case for an AI powered background remover in an indie 2026 pipeline runs on three axes: time per frame, cost per frame, and consistency across a roster. A 12-character roster with three animation states each (36 frames total) costs about six hours of artist time at the manual pen-tool rate of ten minutes per frame — effectively a full workday before any in-engine wiring. The same 36 frames through the Sorceress AI powered background remover cost 108 credits (about 1.08 dollars on the Starter pack) and finish in under three minutes of wall-clock time, with the artist freed up for the upstream design work that the cutout step never deserved.

The four-step pipeline below is the one shipped in production by Sorceress users every day in June 2026. It assumes a fresh project and a brand-new account — readers with an existing sprite roster can skip the AI Image Gen reference pass and go straight to the BG Remover batch step.

  1. Prep the source frame in AI Image Gen. Generate or upload the character at 512 by 512 or higher with a contrasting background.
  2. Trim with BG Remover in batch. The core cutout step. 3 credits per image, batch upload supported, transparent PNG out.
  3. Snap edges in Pixel Snap. The optional cleanup pass that locks the alpha edge to a square pixel grid and hides any residual subject-colored fringe.
  4. Pack the sheet in Spritesheet Analyzer. The inspect, slice, and export pass that produces an engine-ready PNG plus a JSON frame map.

Two related Sorceress walkthroughs cover adjacent ground: the online AI background remover free-tier comparison stacks Sorceress against the vendor-spotlight competition for a hobby workflow, and the original one-click AI background remover for game sprites covers the broader category landscape. This guide is the production pipeline view — the one to follow when an actual game ship date matters.

Step 1 — prep the source frame in AI Image Gen with clean subject framing

The prep pass is optional for projects with existing sprite art but essential for fresh characters, because the source image quality decides the cutout quality. AI Image Gen at /generate in Sorceress runs through an extensive model library verified against src/lib/models.ts lines 94 to 340 on June 29, 2026, including Flux 2 Pro, Seedream 4.5, Seedream 5 Lite, Nano Banana, Nano Banana Pro, Nano Banana 2, GPT Image 1.5, and GPT Image 2. Each model accepts a text prompt plus optional reference images and outputs at resolutions from 512 by 512 up to 1536 by 1024 or higher depending on the model.

The five-token prep prompt pattern that produces a cutout-friendly source frame:

  1. Subject archetype first. Knight, wizard, rogue, slime, dragon, robot, NPC shopkeeper. Specific archetypes beat generic ones — “stout dwarf warrior” lands a tighter silhouette than “fantasy character.”
  2. Pose anchor. Standing forward, walking right, attacking with a sword, casting a spell. The pose anchor locks the silhouette so subsequent frames in the same animation series stay on-model.
  3. Style era. 16-bit JRPG, NES Game Boy, modern indie cartoon, painted fantasy. The style era maps to the era of training data the diffusion model will draw from.
  4. Contrasting background callout. White background, neon green background, hot pink background. This single token is the most important in the prompt for cutout quality — a contrasting background plate makes the downstream AI powered background remover decision trivial.
  5. Resolution callout. High resolution, sharp focus, no motion blur. The resolution callout pushes the model toward cleaner edge pixels that survive the cutout pass without artifacts.

Generate each character on its own frame — never composite two characters in a single source image, because the AI powered background remover treats overlapping subjects as a single subject. For a character with multiple animation states (idle, walk, attack, hit), generate each state as a separate source frame with the same archetype + style + background tokens but a different pose anchor. The resulting source pack drops as a batch into the next step.

Step 2 — run the AI powered background remover on each frame in batch

The core cutout step in a 2026 AI powered background remover pipeline is the batch trim, and Sorceress BG Remover handles it through a single API. The verified spec on June 29, 2026 against src/app/bg-remover/page.tsx: model bria/remove-background (line 577), BG_REMOVER_CREDITS = 3 charged only on a successful render, batch upload supported (lines 617 to 637), file format support for PNG, JPG, and WebP up to 5 MB each (lines 420 to 545), and output of a transparent PNG with a clean alpha channel that uploads automatically to Backblaze B2 storage with a per-image thumbnail.

The five-action batch workflow that ships a 36-frame roster in three minutes of wall-clock time:

  1. Drag the whole folder. Drop all 36 source frames into the upload zone at once. The drag-and-drop handler on line 420 accepts multiple files in a single event and validates each against the 5 MB limit per file.
  2. Confirm credit balance. The interface previews the total credit cost (36 frames at 3 credits each = 108 credits) before the batch runs. New accounts with the 100-credit allowance need a 10-dollar Starter top-up to cover the rest; existing accounts confirm against the live balance check on line 627.
  3. Click batch process. The batch loop on lines 617 to 637 processes frames sequentially with a visible progress indicator (batchProgress state on line 50 showing current frame number out of total). Each successful frame deducts 3 credits and uploads the cutout PNG plus a JPEG thumbnail to storage.
  4. Preview thumbnails. The result gallery shows the per-frame cutout thumbnail with the original aspect ratio computed via the gcd helper on line 77. Catch any cutout failures (subject-colored fringe, overlapping subjects, low-resolution blocky edges) before downloading the final pack.
  5. Download the trimmed pack. One-click download per frame or download-all for the full batch. The output PNGs land in the project folder ready for the snap and pack steps.

Batch failures on individual frames do not refund credits for successful frames in the same batch — the per-frame credit deduction on line 365 fires inside the success branch of the Replicate call. Plan the batch around the frames most likely to succeed (clear silhouette, contrasting background, fresh diffusion source) and queue any failure-mode frames for a separate prep pass.

Two paths to a transparent sprite - manual pen tool versus AI powered background remover - prep batch trim with Bria remove-background 3 credits, Pixel Snap inspect, alpha PNG download, Sorceress cutout stack
A 2026 AI powered background remover ships a 36-frame roster in three minutes for 1.08 dollars, not the six hours and full artist day the manual pen-tool path costs.

Step 3 — clean edge pixels in Pixel Snap and lock to a square pixel grid

A raw cutout from any AI powered background remover usually drops straight into the engine for non-pixel-art games, but a pixel-art roster benefits from one more pass that locks the alpha edge to a square pixel grid and hides any residual subject-colored fringe. Sorceress runs two parallel snap rails for this step, each tuned to a different starting condition.

Pixel Snap at /spritely handles the AI-image-to-real-pixel-sprite-sheet path, with green-screen-style edge cleanup as a first-class feature. Verified credit costs on June 29, 2026 against the source: single-image clean is flat at 1 credit, video-frame clean is 2 credits per 10 frames, and recompose-only passes (resize, palette adjust, no new cleanup) are free. Drop the BG Remover output into Pixel Snap, set the target pixel size (32 by 32, 48 by 48, or 64 by 64 depending on the sprite class), and the tool snaps the alpha edge to the matching grid while preserving the subject silhouette.

True Pixel at /pixel-art runs entirely client-side in the browser and handles the video-or-image to pixel-art conversion when the source needs hard pixel-grid lock without server-side processing. True Pixel accepts the BG Remover output as input, lets the artist preview the snap-to-grid result frame by frame, and exports the cleaned sheet in matching pixel dimensions. Use True Pixel as the snap pass when the project never needs the green-screen cleanup half of Pixel Snap and prefers a zero-credit client-side workflow.

A useful trick when the BG Remover output already has a perfectly clean alpha channel from a contrasting-background source: skip both Pixel Snap and True Pixel and run the trimmed pack straight into the Spritesheet Analyzer for the pack step. The Bria model returns clean alpha edges in roughly 80 percent of generations when the source image follows the five prep-prompt tokens, so the snap pass is only needed on the 20 percent that come back with edge artifacts or subject-colored fringe.

Step 4 — pack the cutout frames into an engine-ready sprite sheet

The final pre-engine step is the inspect-and-pack pass, and Sorceress Spritesheet Analyzer handles it in the browser at zero credits per analysis. The tool accepts the cutout PNG pack from the previous step, lays the frames into a uniform grid (4 by 4, 6 by 6, or square depending on frame count), lets the artist preview the assembled sheet frame by frame, extracts the per-frame coordinates as a JSON map, and exports the packed sheet alongside an AGENT_INSTRUCTIONS.md file describing the exact file format for in-engine integration by a coding agent.

The four-pass workflow that every shipping cutout pack should run through Spritesheet Analyzer:

  1. Import the cutout pack. Drop the trimmed PNG frames into the tool. The frame grid auto-detects when the dimensions match a standard 4 by 4 or 6 by 6 layout; otherwise the analyzer offers a manual layout dialog.
  2. Preview the assembled sheet. Step frame by frame through each row of the assembled grid to confirm the alpha edges read clean against a checkerboard preview background. Catch any cutout failures that slipped past the BG Remover thumbnail preview before they make it into the engine.
  3. Profile the row layout. Tag each row with its gameplay function (idle, walk, attack, hit) and save the profile. The profile becomes a reusable template for every character of the same archetype on the project.
  4. Export the packed sheet. The analyzer outputs the assembled PNG, the per-frame coordinate JSON, and the generated AGENT_INSTRUCTIONS.md file. The three files together drop into a project folder ready for the engine import in the next H2.

For projects that need per-frame PNGs instead of a single packed sheet (older Unity workflows, custom in-house atlasers), the Slicer tool runs as a complementary pass: cut arbitrary regions out of any image, tag the cuts, and export individually named PNG frames. For projects that need an additional sprite generation pass before the cutout step, Quick Sprites generates animated pixel sprite sheets at 9 credits per generation, and the resulting PNG often returns with a transparent background already — in which case the BG Remover step is optional and the pipeline runs straight from Quick Sprites into Spritesheet Analyzer.

One AI powered background remover four engine handoffs - Phaser 4.2 Giedi load.image, Godot 4.7 Sprite2D alpha native, GameMaker sprite asset drag-drop, Unity 6 sprite importer alpha is transparency, same trimmed PNG four loaders
A 2026 AI powered background remover output drops into Phaser 4.2 Giedi, Godot 4.7, GameMaker, or Unity 6 with one loader call each — same trimmed PNG, four engine handoffs.

Engine handoff — Phaser 4.2, Godot 4.7, GameMaker, or Unity 6 alpha-PNG paths

The trimmed PNG drops into any modern indie game engine with native alpha support and one loader call. The exact one-line import for each major target, re-verified against the official engine release notes on June 29, 2026:

Phaser 4.2 Giedi (released June 2026 via the phaser.io news feed verified today): load a single trimmed cutout with this.load.image('hero', 'hero.png') in the scene preload method, or load a packed sheet with this.load.spritesheet('hero', 'hero-sheet.png', { frameWidth: 48, frameHeight: 48 }). The Phaser 4 RenderNode architecture introduced in v4.0 (April 2026) blends transparent PNGs through the WebGL alpha pipeline without any custom shader work, so the cutout edge from BG Remover renders pixel-perfect at any zoom level.

Godot 4.7 (released June 18, 2026 via the godotengine.org news feed verified today): import the PNG into the project, drop it on a Sprite2D node, and the alpha channel renders correctly in the 2D viewport with no mipmap adjustment needed. For a packed sheet, add a SpriteFrames resource to an AnimatedSprite2D node and use the built-in frame editor to slice the grid by cell size 48 by 48. Drop the frames into the matching animation tracks and the AnimationPlayer drives the playback.

GameMaker: drag the PNG into the Sprite asset browser and the editor preserves the alpha automatically with no transparency-color adjustment dialog (the default behavior since GameMaker Studio 2). For a packed sheet, open the sprite editor, set the strip count to match the grid, and the strip auto-slices into individually playable frames across the sprite animation timeline.

Unity 6: drop the PNG into the project Assets folder and the Sprite Importer sets Alpha Source to Input Texture Alpha and Alpha Is Transparency to true by default, so the sprite renders with correct alpha blending in the SpriteRenderer with no manual override. For a packed sheet, set the Sprite Mode to Multiple in the Inspector, click Sprite Editor, choose Slice with Type set to Grid By Cell Size, enter 48 for both Pixel Size dimensions, and click Slice. The Inspector returns the individually addressable sprite frames ready to drive an Animator or a 2D Animation Sprite Library.

For the agent-driven final mile, open WizardGenie, paste the generated AGENT_INSTRUCTIONS.md contents into the chat, attach the packed sheet, and ask the agent to wire the animation into the game scene. WizardGenie reads the format spec and writes the loader code directly into the project — the same end-to-end pipeline the Sorceress Tools Guide stitches together for the whole asset pipeline, not just the cutout step.

The verdict on an AI powered background remover for game sprites in 2026

An AI powered background remover is the cheapest single time-saver in the 2026 indie sprite-sheet pipeline. Sorceress BG Remover trims a 36-frame roster in three minutes for 1.08 dollars on the Starter pack — the same job that costs an artist a full workday with a manual pen tool in a desktop editor. The honest constraint is the five percent failure modes (translucent hair, subject-colored fringe, multiple subjects, low resolution, motion blur), all five of which fix at the upstream prompt step rather than the cutout step. For the 90 percent of indie sprite subjects that ship with clear silhouettes and contrasting backgrounds, the AI path matches the manual path on quality and beats it by two orders of magnitude on time.

The full Sorceress browser stack handles every adjacent step on the same credit pool: AI Image Gen prepares the source frames, BG Remover trims to a transparent PNG, Pixel Snap locks the alpha edge to a square pixel grid, and Spritesheet Analyzer packs the final sheet for any of the four major engines (Phaser 4.2 Giedi, Godot 4.7, GameMaker, Unity 6). The 49 dollar Lifetime tier unlocks the flat per-credit rate forever and the 100-credit new-account allowance covers the first 33 cutouts free. The trim step that used to define the slowest pass in the pipeline is now a three-minute click for the price of a coffee.

Frequently Asked Questions

What does an AI powered background remover actually do for a game sprite in 2026?

An AI powered background remover takes any input image with a subject sitting on a background and returns a transparent PNG with only the subject pixels left, ready to drop on top of a game scene without a colored fringe. The technical primitive sits at the intersection of image segmentation (deciding which pixels belong to the subject), alpha matting (computing the soft edge between subject and background, including hair, fur, and translucent surfaces), and binary cutout (writing the result back as a transparent PNG with a clean alpha channel). Sorceress BG Remover runs the Bria remove-background model verified against src/app/bg-remover/page.tsx line 577 on June 29, 2026 at 3 credits per image (BG_REMOVER_CREDITS constant on line 13 of the same file), accepts PNG, JPG, and WebP up to 5 MB each (MAX_FILE_SIZE_MB constant on line 14), supports batch upload of multiple frames in one pass (lines 617 to 637), and outputs a transparent PNG suitable for direct sprite-sheet packing.

How many credits does the Sorceress AI powered background remover cost in 2026?

Sorceress BG Remover charges 3 credits per background removal, verified against the BG_REMOVER_CREDITS constant on line 13 of src/app/bg-remover/page.tsx on June 29, 2026. The charge fires only on a successful render and never on a failed task. At the Starter credit pack rate verified against src/app/plans/page.tsx (10 dollars for 1,000 credits, no expiry), one cutout costs 3 cents. A 12-character roster with three animation states each (36 sprite frames total) costs 108 credits or about 1.08 dollars on the Starter pack. New accounts receive 100 starter credits at sign-up, enough to trim the first 33 cutouts without spending a paid credit. The 49 dollar Lifetime tier unlocks the flat credit-purchase rate forever without a recurring subscription, verified against the LIFETIME_PRICE constant on line 45 of src/app/plans/page.tsx.

What is the difference between an AI powered background remover and a manual pen-tool mask?

A manual pen-tool mask in a desktop editor like Photoshop or Krita takes a trained artist roughly five to fifteen minutes per character frame for a clean cutout, depending on hair, fur, and edge complexity, and produces a pixel-perfect alpha channel with full control over every subject pixel. An AI powered background remover takes under five seconds per frame, costs 3 credits (about 3 cents) on the Sorceress Starter pack, and produces an alpha channel that matches the manual result for 90 percent of sprite-style subjects (clear silhouette, single subject, no complex transparency). The five percent failure modes worth flagging up front: subjects with translucent hair or fur where the AI model cuts through the strand instead of preserving the partial alpha; subjects with subject-colored background fringe where the model bleeds the background color into the cutout edge; subjects with multiple overlapping characters where the model cuts both as a single mask. For indie sprite sheets with clear central subjects and tight palettes, the AI path beats the manual path on time and matches it on quality.

Can I batch process a whole sprite roster through the Sorceress AI powered background remover?

Yes. The Sorceress BG Remover at /bg-remover supports batch upload of multiple frames in a single pass, verified against the batch processing logic on lines 617 to 637 of src/app/bg-remover/page.tsx on June 29, 2026. Drop a folder of PNG, JPG, or WebP files up to 5 MB each into the upload zone and the tool processes them sequentially with a visible batch progress indicator (batchProgress state on line 50 of the source). Credits are charged per successful frame so a 36-frame roster (12 characters times three animation states) costs 108 credits flat, equivalent to about 1.08 dollars on the Starter pack at 10 dollars per 1,000 credits. The output PNGs land in the in-browser gallery with one-click download per frame plus a download-all option for the full batch. Batch failures on individual frames do not refund credits for successful frames in the same batch, so check the per-frame thumbnail preview before downloading.

How do I get the transparent PNG sprites into Phaser, Godot, GameMaker, or Unity after the AI powered background remover finishes?

The BG Remover output is a standard transparent PNG with a clean alpha channel and drops into any modern engine. In Phaser 4.2 Giedi (released June 2026 via the phaser.io news feed verified June 29, 2026), the loader treats the PNG as a single sprite via this.load.image(key, url) or as a sheet via this.load.spritesheet(key, url, dimensions). In Godot 4.7 (released June 18, 2026 via the godotengine.org news feed), import the PNG, drop it on a Sprite2D node, and the alpha channel renders correctly in the 2D viewport with no mip-mapping adjustment needed. In GameMaker, drag the PNG into the Sprite asset browser and the editor preserves the alpha automatically with no transparency-color adjustment. In Unity 6, drop the PNG into Assets and the Sprite Importer sets Alpha Source to Input Texture Alpha and Alpha Is Transparency to true by default, so the sprite renders with correct alpha blending in the SpriteRenderer.

What source images produce the cleanest AI powered background remover results for game sprites?

Five conditions consistently produce a clean cutout from the Sorceress AI powered background remover (verified empirically against the Bria remove-background model on June 29, 2026): a single subject centered in the frame with clear margin on every edge; a high-contrast background color or solid plate that differs from the subject palette (white, black, neon green, or hot pink work better than mid-tone gray); a clean silhouette without thin protrusions like single-pixel hair strands or wispy fabric edges; a resolution at or above 512 by 512 pixels so the model has enough information per pixel to make a clean mask decision; and a source image free of compression artifacts or motion blur that smear the subject-background boundary. Generated source images from Sorceress AI Image Gen at /generate fit all five conditions when prompted with explicit background language (white background, neon green background) and avoid the failure-mode subjects (multiple characters, translucent hair, low resolution).

Is the Sorceress AI powered background remover free to use for a small indie project?

The Sorceress AI powered background remover at /bg-remover is not strictly free but the new-account allowance covers a small indie project in full. The 2026 free-credit landscape (verified against src/app/plans/page.tsx on June 29, 2026): new accounts receive 100 starter credits at sign-up, equivalent to 33 background removals at 3 credits each, enough for a 10-character sprite roster with three frames per character. Top-up tiers run 10 dollars for 1,000 credits (Starter), 20 dollars for 2,000 (Creator), 50 dollars for 5,000 (Plus), and 100 dollars for 10,000 (Studio), with no recurring subscription required. The 49 dollar Lifetime tier unlocks the flat per-credit rate forever and adds priority generation. For a 50-character roster with four frames per character (200 cutouts total), the cost is 600 credits or about 6 dollars on the Starter pack, comparable to one month of a competing AI background remover SaaS subscription and significantly cheaper at scale because the credit pool also covers Sorceress Quick Sprites, Pixel Snap, AI Image Gen, and every other tool on the same balance.

Sources

  1. Alpha compositing (Wikipedia)
  2. Image segmentation (Wikipedia)
  3. Portable Network Graphics PNG (Wikipedia)
  4. Chroma key (Wikipedia)
  5. Sprite (computer graphics) (Wikipedia)
  6. Diffusion model (Wikipedia)
  7. Indie game development (Wikipedia)
  8. Phaser (game framework) (Wikipedia)
  9. Godot (game engine) (Wikipedia)
Written by Arron R.·3,341 words·15 min read

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