display a character's dialog in a different text color for Maniac Mansion in which they had to include the number, but this was subsequently revised by the time Zak McKracken was released. The scripts included the ability to multitask, such as having background actors enact behavior while waiting for foreground actions to complete. The combined tools enabled for rapid prototyping of a game. Scripters could work with preliminary character and background art drawn by the artists to hone their scripts while providing feedback to the artists. The SCUMM program was responsible for tokenizing the scripts and gathering all other assets (such as art and sound) as a package. The reusable interpreter was called SPUTM, the SCUMM Presentation Utility (TM) which was renamed on shipment of the game to the name of the game's executable. SPUTM would interpret the scripts, load assets from disc, and handle the other user interactions with the game. SPUTM was not actually trademarked, but according to Wilmunder, they wanted "to name it after another bodily fluid". SCUMM was subsequently reused in many later LucasArts adventure games being both updated and rewritten several times. According to Wilmunder, the version of SCUMM for Maniac Mansion had about 80% of the commands that would end up being used in the later versions of the engine, with most key commands requiring no modification. Other tools and engines were developed alongside SCUMM to aid in development, and named for other body fluids. SPIT was used to manage text fonts on different parts of the screen. FLEM was used to define a specific room, track objects within it, and specify clipping planes for character animation. MMUCAS was used with FLEM to compile a room and its objects into one file that would enable the scripters to make rapid changes without having to recompile the room's description. BYLE and subsequently CYST were used for character animations and scaling, the latter used for the more complex art in LucasArts' later games. For the game Full Throttle, the team worked to integrate SCUMM with the INSANE animation engine that had formerly been developed for Star Wars: Rebel Assault. Though Wilmunder had gotten the two systems to work for shipment of Full Throttle, the interaction between the two was not always stable, and spent time before The Curse of Monkey Island to have SCUMM work atop the INSANE engine, replacing some of the SCUMM engine parts