News of "ScummVM" was picked up by the tech news website "Slashdot" in November 2001, drawing a large interest to the project, and several other developers became part of the project to help support other games. These developers often turned to the creators of the original games to obtain information in informal ways, to help create the emulation. Further developers helped to support games that did not use SCUMM, such as Adventure Soft's "Simon the Sorcerer"; there was some debate about changing the name of the program at this point, but they ultimately kept the "ScummVM" title, believing that SCUMM was the most well-recognized adventure game engine. Strigeus had built support for iMUSE, the sound software used by many LucasArts games, but feared including it due to potential backlash from LucasArts. Other developers on the project advised him that there should be no legal issues and it was eventually included. Though Strigeus and Hamm would leave the project in 2002, by then it had a large enough development team to allow it to grow, led by James "Ender" Brown. Following this shift, the engine's source code was changed from C to C++, and a graphical user interface (GUI) was added.