This time we are looking on the crossword clue for: Young fellows.
it’s A 13 letters crossword puzzle definition. See the possibilities below.
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Possible Answers: LADS, TADS.
Last seen on: –Daily Celebrity Crossword – 9/8/23 Sports Fan Friday
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–Eugene Sheffer – King Feature Syndicate Crossword – Dec 22 2021
–Universal Crossword – Oct 8 2021
–Eugene Sheffer – King Feature Syndicate Crossword – Nov 12 2020
–Wall Street Journal Crossword – August 04 2020 – Take the Side Streets
–Thomas Joseph – King Feature Syndicate Crossword – Mar 31 2020
–Universal Crossword – Mar 25 2020
–Wall Street Journal Crossword – January 05 2020 – Fallback Positions
–Wall Street Journal Crossword – November 25 2019 – Open to Interpretation
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–Eugene Sheffer – King Feature Syndicate Crossword – Jun 13 2019
–Eugene Sheffer – King Feature Syndicate Crossword – Mar 26 2019
–USA Today Crossword – Nov 14 2018
Random information on the term “LADS”:
This category has the following 9 subcategories, out of 9 total.
The following 50 pages are in this category, out of 50 total. This list may not reflect recent changes (learn more).
Random information on the term “TADS”:
Interactive fiction, often abbreviated IF, is software simulating environments in which players use text commands to control characters and influence the environment. Works in this form can be understood as literary narratives, either in the form of Interactive narratives or Interactive narrations. These works can also be understood as a form of video game, either in the form of an adventure game or role-playing game. In common usage, the term refers to text adventures, a type of adventure game where the entire interface can be “text-only”, however, Graphical text adventure games, where the text is accompanied by graphics (still images, animations or video) still fall under the text adventure category if the main way to interact with the game is by typing text. Some users of the term distinguish between interactive fiction, known as “Puzzle-free”, that focuses on narrative, and “text adventures” that focus on puzzles.
As a commercial product, interactive fiction reached its peak in popularity from 1979 to 1986, as a dominant software product marketed for home computers. Due to their text-only nature, they sidestepped the problem of writing for widely divergent graphics architectures. This feature meant that interactive fiction games were easily ported across all the popular platforms at the time, including CP/M (not known for gaming or strong graphics capabilities). The number of interactive fiction works is increasing steadily as new ones are produced by an online community, using freely available development systems.