Best Buy Sales Event Includes $300 Off Retina MacBook, $125 Off iPad Air 2, and More
Best Buy today introduced a new deal into its Apple-centric “Holiday Event,” giving customers the chance to get $300 off of the entry-level Retina Macbook, along with free two-day shipping for last minute holiday shoppers.

Originally priced at $1,299, the deal reduces the new Gold, Silver, and Space Gray MacBook to $999, rivaling that of the entry model 13-inch MacBook Air. College students also have the opportunity to get the MacBook as low as $949, thanks to a $50 student discount offered when ordering either a MacBook or an iMac. The $1,599 version of the 12-inch MacBook, with increased flash storage, isn’t available in Best Buy’s current sale.
The Apple Holiday Event began earlier in December at Best Buy, and all of its deals are still running in the lead-up to Christmas. When activating on a two-year contract, the retailer is offering the 16GB versions of the iPhone 6s and the iPhone 6s Plus for $1 and $99.99, respectively. The iPad Air 2 has been cut by $125 for both cellular and Wi-Fi only options. A similar deal is running for the iPad mini 4, which has been reduced by $100 on each of its versions. The Apple Watch is also still available at a $100 discount.
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Best Buy Sales Event Includes $300 Off Retina MacBook, $125 Off iPad Air 2, and More
Best Buy today introduced a new deal into its Apple-centric “Holiday Event,” giving customers the chance to get $300 off of the entry-level Retina Macbook, along with free two-day shipping for last minute holiday shoppers.

Originally priced at $1,299, the deal reduces the new Gold, Silver, and Space Gray MacBook to $999, rivaling that of the entry model 13-inch MacBook Air. College students also have the opportunity to get the MacBook as low as $949, thanks to a $50 student discount offered when ordering either a MacBook or an iMac. The $1,599 version of the 12-inch MacBook, with increased flash storage, isn’t available in Best Buy’s current sale.
The Apple Holiday Event began earlier in December at Best Buy, and all of its deals are still running in the lead-up to Christmas. When activating on a two-year contract, the retailer is offering the 16GB versions of the iPhone 6s and the iPhone 6s Plus for $1 and $99.99, respectively. The iPad Air 2 has been cut by $125 for both cellular and Wi-Fi only options. A similar deal is running for the iPad mini 4, which has been reduced by $100 on each of its versions. The Apple Watch is also still available at a $100 discount.
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Sprint is the first American carrier to push out the Marshmallow update for the LG G4
Marshmallow update for the LG G4. In addition to carrying the latest build of the open-source operating system to the handset, the upgrade also bundles support for the operator’s brand new global roaming feature, which will allow users to take their device abroad without having to swap out the SIM.
To see if the update is ready for your device, first, ensure your unit has at least 50% charge, then head into Settings, scroll to the bottom and tap on “About Device”, hit “System Updates” and select “Check for updates”. Alternatively, you can wait until you receive a push notification prompting you to install the upgrade, but this will only happen if you’re connected to a Wi-Fi network.
Come comment on this article: Sprint is the first American carrier to push out the Marshmallow update for the LG G4
MetroPCS customers can now use their smartphones in Canada for just $5 per month
MetroPCS has today revealed that its customers are now able to use their smartphones in Canada for just $5 per month, which is great news as they no longer have to subscribe to the $10 a month World Calling scheme and the $5 monthly Value Bundle for international text messaging. Instead, they can pay a $5 flat fee to use their device just like they would in the US whilst on vacation.
Seeing as T-Mobile is the parent company of MetroPCS, it’s only natural for them to adopt the same policy for their customers. That’s why the wireless network operator also launched a new scheme which enables its subscribers to use their phones in both Canada and Mexico. However, unlike MetroPCS, T-Mo customers won’t have to pay extra to use their device abroad.
Source: T-Mobile
Come comment on this article: MetroPCS customers can now use their smartphones in Canada for just $5 per month
What is the XPOSED Framework?
Among the greatest achievements in the Android community, the XPOSED framework is almost certainly one of the most popular subjects. It’s likely you’ve heard of it before, some more than others. It’s also likely you’re not that well clued up on it. Worry not, for this post is here to set the parameters and explain what’s what.
What is XPOSED?
In a nutshell, the XPOSED Framework is an app that you use to mod your rooted phone. Think of it like Minecraft or GTA, where you can download additional things to add or adjust program features. XPOSED offers these “mods” to adjust the software on your phone. Such adjustments include
Custom ROMs like CynanogenMOD can also offer additional features and tweaks. However, XPOSED uses your existing software and adds to what is already there, instead of replacing your software entirely.
Before we move on, let me give you a heads up on what a custom ROM is. Let’s say you own a Samsung with Samsung’s infamous Touchwiz. You don’t like the software that it came with it, so you download software from the internet to replace it. This software is known as a custom ROM.
Moving on, the two biggest mobile OS competitors are iOS and Android. Think of iOS as alternate software (our custom ROM). You are running Android, except that you also want a few fancy features from iOS. Before XPOSED, you would have to have to choose either Android or the custom ROM, and be unable to mix them into each other. XPOSED will allow you to take features from this custom ROM and put them inside Android without having to choose another software type entirely, allowing you to have only what you want.
Keep in mind that iOS actually has nothing to do with XPOSED.
The actual XPOSED Framework is something that modifies the internal system, allowing these ‘mods’ to be injected into the operating system.
What are the pro’s and con’s?
As you’re fiddling around with root and the internal workings of Android, there obviously are some cons. In rare cases (as I’ve personally experienced), installing a package from the repository may be incompatible with your phone model. Most of the time, nothing will happen, but I installed a tweak that modifies the booting up process, inevitably causing a bootloop (when I switch my phone on, all it did was repeat the start up animation infinitely). This was an easy fix for me, fortunately.
Your phone may slow down if it isn’t well endowed with specs and you use lots of tweaks.
It is highly implausible that you will brick your phone by all means.
On a more positive note, there are sufficiently more good things that come around, and even more that you may not expect. For example, say you’ve installed Greenify. Greenify allows you to save battery by cutting down on background activity. By using XPOSED, you’ve already managed to save a considerable amount of battery. And that is only one mod.
What are some examples of mods? What can I use it for?
Depending on your device, you may have access to a wide range of packages. There are 2 main types: visual tweaks and internal tweaks. Most of the visual tweaks are designed for stock Android, e.g. Nexus models and Google Play Editions, while some will work for all models.
These visual mods often adjust colors, layouts and themes. Take LG’s quick settings menu on the G3, for example.
Because the G3 is a relatively popular device, there is more support for it. Likewise, here’s a tweaked Sony quick settings tile layout on the Z2:
Internal tweaks, on the other hand, are also often device-specific, but they often offer more universal device support. A classic example of an internal tweak is SNAPPREFS. Used for Snapchat, this extension allows you to perform actions not typically supported by the app. You can take screenshots of received pictures without the other person knowing, and even automatically save them if you’re too lazy to press buttons.
Another example is RootCloak. This hides the fact that you have root if other apps check and they are blacklisted by you. Security sensitive applications like banking apps often block users with root, and RootCloak simply tells the app that you aren’t rooted, allowing you to use them normally.
While we’re at it, here’s a glimpse of the module library:
It becomes evident that XPOSED is a very powerful tool for even the average user.
Interested in how to install it? Head over to the official XPOSED Framework XDA thread if you are feeling adventuresome, or if you’re uneasy, keep tuned to AG for our next XPOSED post: How to install the framework and manage modules.
We at AndroidGuys.com accept no responsibility for any devices damaged in the process of using the XPOSED Framework.
The post What is the XPOSED Framework? appeared first on AndroidGuys.
Target Working on QR Code Mobile Wallet as Apple Pay Holdout Continues
Target is in early stages of developing its own mobile wallet solution that could launch as early as next year, according to Reuters. The fourth-largest U.S. retailer is leaning towards using QR code technology for the payments app, rather than NFC, enabling customers to purchase goods by scanning a code at checkout akin to Walmart Pay announced last week.
Target is working on a mobile wallet for use at checkout (Image: MADELINECOYNE)
The retailer reportedly plans to integrate the mobile wallet into its existing app available on iOS and Android, and will directly link customers’ credit cards for payments. The wallet will likely support both Target’s Red store credit and debit cards and ones from other issuers. Target does not currently accept any mobile wallets in it stores, but does support Apple Pay in its iPhone and iPad app.
Target’s plans to launch its own mobile wallet raise questions about its commitment to rival payment platforms. A company spokesperson confirmed that Target remains an active member of the Merchant Customer Exchange, a consortium of retailers developing the payments system CurrentC, and the retailer is also exploring additional mobile wallet solutions, according to the report.
Target CEO Brian Cornell said in May that the retailer is “open-minded” about supporting Apple Pay or other payment services after upgrading its point-of-sale systems with chip-and-PIN card support, but the company has not announced any specific plans since. A few other MCX retailers including Best Buy and Rite Aid have already reversed course and started accepting Apple Pay this year.
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Nintendo’s 2015 was the best of times and the worst of times

Let’s face it: In the world of video games, Nintendo exists in a state of constant scrutiny. More often than not, the Japanese company is targeted for being “behind the times” or “out of touch” with what its fanbase wants. Looking back, however, we see a more dynamic mish-mash of good and bad decisions. In 2015, Nintendo teased us by promising to build mobile apps, but pleased us by adding some unexpected classics to its digital game library and announcing a new game console. The company had breakout hits like Splatoon, but also fumbled on launch dates, failing to deliver Star Fox Zero and Zelda Wii U by year’s end. How is Nintendo doing, really? Let’s take a look back at the highs and lows of Nintendo’s year and find out.
Image credit: Bloomberg via Getty Images
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VLC brings its feature-rich video player to Chrome OS

Considered the Swiss Army Knife video players, VLC is available on a plethora of different mobile and desktop platforms. However, the app has proved elusive on Google’s Chrome OS. The web-orientated operating system isn’t really known for its media abilities, but the VideoLAN team have managed to tick it off their list, allowing users to open a wide array of video and audio files, including MKV containers, ISOs, MP3s, FLAC formats. There’s also support for subtitles, network streaming and hardware accelerated decoding.
The app was made possible by Google’s App Runtime for Chrome (ARC), which allows developers to repurpose Android apps to work on Chrome OS and other platforms. The team says it was able to “recycle 95 percent of the Android code and optimizations” it utilizes in its existing Android app. While VLC for Chrome OS has been tested on a Chromebook Pixel and an HP Chromebook 14, some users have reported issues on Samsung Chromebooks. If it doesn’t work for you, VideoLAN’s Jean-Baptiste Kempf says the team will work quickly to fix bugs, so be patient.
Via: VideoLAN
Source: VLC (Chome Web Store)
Target is reportedly working on its own mobile payments, too

Walmart isn’t the only major retailer developing its own mobile wallet. Reuters reports that Target is in the early stagings of planning its own payments system as well. While the company hasn’t committed to launching just yet, it has reached out to credit card companies regarding how transactions will be handled. If you’ll recall, Target is part of the CurrentC mobile wallet initiative, and plans to remain a member (alongside Walmart) of the Merchants Customer Exchange that’s developing the software. The company says it’s just exploring its options.
Last week, retail giant Walmart announced Walmart Pay, an app that allows customers to make purchases by scanning QR codes. While details are scarce for now, Target’s solution sounds more like the regular setup where you hover your phone over a terminal to make a payment. Of course, with retailer opting in, or at least looking into it, the likes of Apple Pay, Android Pay and Samsung Pay could face even more competition.
This also begs the question of whether you’ll eventually need a separate payments app for each store you shop at, which would make your mobile wallet(s) just as cluttered as your physical ones. Target also faces the challenge of convincing customers to trust the retailer with their payment info after 2013’s massive data breach.
[Image credit: Jahi Chikwendiu/The Washington Post via Getty Images]
Source: Reuters
Square Enix Montreal gets what makes mobile games great

Apple recently named Lara Croft Go its game of the year, and deservedly so. But the back-to-basics 2D puzzler wasn’t developer Square Enix Montreal’s first stab at mobile gaming. The studio was initially formed to work on a now-cancelled Hitman project for consoles and then transitioned to making premium smartphone and tablet games.
Since releasing Hitman Go in 2014 the team has been quietly kicking a lot of ass in the space, launching the excellent Hitman Sniper and Lara Croft Go within roughly two months of each other. It’s this type of repeat success that’s afforded lead programmer Antoine Routon and his mobile-exclusive team at Square Enix Montreal the freedom to tinker with publisher Square Enix’s biggest properties in fresh ways.
“We have a lot of creative freedom we acquired by delivering good games,” he says. “What’s the opposite of street cred? Exec cred?” he asks, laughing.
None of the studio’s games are console releases shoehorned onto smartphones because Routon knows those are terrible for everyone involved. They’re something he’d rather not do because he and his team are intimately familiar with mobile gaming on a personal level. Routon’s favorite games these days? Year Walk, SPL-T and Trick Shot — all acclaimed puzzle games. We recently spoke with Routon to learn more about what makes for a great mobile game. Spoiler: He can neither confirm or deny that the studio is working on a Deus Ex entry in the Go franchise.

How do you approach making mobile properties so they don’t feel like they’re exploiting fan goodwill? Hitman Go and Lara Croft Go feel like they’re designed with mobile in mind and they work really well for the platform.
The way we approach [it] is they could be cash-grabs with the brands, but this wouldn’t be fun for us or the players. And most importantly, we wouldn’t make that much money. There’s no easy recipe to make money in the video game business. One option is to make a really good game, and that’s hard. Specifically at Square Enix Montreal, making a really good game means trying to really understand what we’re working with. What is Lara Croft’s universe? What is Agent 47’s universe? What is the platform we’re working with?
We don’t want to be the smaller brother of the big AAA productions, we want to clearly establish our own space. Mobile games are consumed very differently than console games. The controls are different and they way you play them is, too. Shorter sessions, shorter reward loops compared to big console games. [Mobile] is our purpose.

How do you approach a property as a mobile developer and keep it feeling like its namesake?
First of all, a lot of us are mobile players. Part of understanding the platform is really playing it ourselves and liking it. At the beginning, our studio was founded to be a AAA studio working on a now-cancelled Hitman game. And then it was repurposed to do mobile. For a lot of people, that wasn’t really their kind of challenge.
And that’s fair. They’re people who want to create massive universes and things that fit on console. Most of those people went in other directions, and the people that are here are people who really understand what’s cool about a mobile game and really understand the medium.
As one of the two people who started the Go franchise, there’s a big part that is not looking too closely at exactly what those [base] games are. You squint a little bit and see what sticks out and you start finding key elements of the franchises. That’s what we’re trying to do: Not be copy-cats or writing down every important moment, but more so asking what Lara Croft is doing on an everyday basis?
Of course, there’s a lot of refinement of remembering a specific moment (if it’s something bigger, or, more general gameplay pillars). It’s a long process, I’m not going to lie.
Right. When you boil it down, Hitman has always been a puzzle game. You’re trying to figure out a way through the environment to get to your goal. The ways you interact with it are either killing someone (or not) or getting past them. That’s what really surprised me the first time I saw Go: It felt like a Hitman game even though it was a board game.
We thought gamers, if they play on mobile, they’re going to want to play on a big screen. Maybe the missing link is tablets. So at the beginning, Hitman Go was really focused on being a tablet game. Later on, we eventually made it work on phones as well. You can still feel from the camera angles that it was really designed for a bigger screen first. It was actually a good thing we ported because we learned only a third of people play on tablets.
I don’t know where it’s going to go, though. There is a “mobile stigma” for gamers.
I had that.
It’s dissipating slowly, but surely. And maybe we can be one of the studios that helps that. It might take a little time, but I think it’s something that’s evolving as we speak. We’re trying to solve this equation. For a while, the mobile market was dominated by free-to-play games and a lot of people really like those games. But you can’t say you’re going to do a new Clash of Clans and it’s going to be a recipe for money because it’s such a saturated market.
For us, we want to find our niche and expand it into a new space: premium, really high quality games.
How does your studio approach mobile in terms of balancing a mobile game for $5 that still feels like a full, appropriate experience for the platform?
We’re constantly trying to find the best answer for that. When you look at Go and Hitman Sniper, they’re very polished experiences. They’re not 2D games developed in two months. [Our games take] one to two years, which is big for mobile games. They usually go much faster than this.
You’re on par with AAA development cycles at that point and it shows.
We are much smaller teams than AAA, though. We’re spending a lot of time concepting. We’re looking at different pricing models to approach this and so far it seems like the premium model, especially with our brands, people feel comfortable having a premium price on those. At the same time, when you think of a game on iOS, it’s $5.
For me, I don’t see premium on one end and free-to-play on the other. The equation is somewhere in the middle. You have to balance the cost of production; make something that’s smart, something you can replay. It’s something that Hitman: Sniper did very well.
Square Enix Montreal also gets the pricing right. I know you aren’t involved with Square Enix Japan, but the Final Fantasy and Dragon Quest stuff costs way more than your team’s games do when they’re ports rather than purpose-built games for the platform.
It’s maybe a little bit of a different approach. If you buy one of those games where there’s a nostalgia factor, it’s more of a collector’s mentality maybe. Or maybe fan mentality where you want it in your pocket at all times. We’re coming up with new products, so we need to convince people that our game is fun. Maybe a price like this for our Go games might be a little high, but at the same time, maybe it’d be interesting to see if we do a game that we feel is worth $15 in terms of quality and depth.
It’s not a console port, it’s made for mobile with all the things I said before — short reward loop, etc. — but we really push the quality and depth so high that you’d say it is worth $15. Maybe that’d be something interesting to see.
The big thing with mobile is that you have to focus on just one design aspect and nail it. There’s no room for bloat.
Someone said that perfection is the point where you can’t remove anymore. From a design perspective, it’s really interesting because we work with very tight design space: You can’t have too many mechanics. We need to work with one mechanic or one system. Sniper, the Go games, they’re one system. There are very few variables, so the equation is very tight.
Everybody says you make great games through iteration, but for us, a small number of people, we don’t have too many voices talking about it, doing a million iterations on everything to get the difficulty curve right, the controls right, make sure it looks good on a small screen. That’s something we really value. We almost have a bit of an indie-ish mentality with the advantage of being Square Enix, working with huge brands and having budgets for marketing.
I’ve played a number of Insomniac Games’ mobile titles and it’s almost to the point where they’re too simple. Then you have something on the opposite end like Infinity Blade 3 which feels way too complicated to me. It’s a matter of finding the right balance and your team is consistently delivering on that.
That’s obviously very nice to hear, but there’s no silver bullet. We’ve spent a lot of time being very critical and really understanding the medium, really understanding the brands and working fucking hard [laughs]. I’m not gonna lie about this: It’s just working really hard, trying, failing, redoing.
You haven’t played all the way through Lara Croft, but there’s this mechanic where you pull a lever and every time you move, the lever goes one notch back until after five or six moves, a door closes. This was a little more complicated to make. You need to convey a lot of information to the player. When we did that, I remember one of our artists here had a huge Photoshop file and basically he had a 10×10 matrix of what it could look like so people would understand clearly what it is on an iPhone 4S screen.
How much has your approach changed from Hitman Go to Lara Croft Go? The difficulty curve is pretty steep with the former. How much changed from the approach to Hitman and not working on mobile before, to releasing it and then going to Lara Croft Go? What’d you learn going from one to the next?
The structure of Hitman Go — three objectives, levels finished in five to ten minutes — that worked well. That’s actually something we mostly kept. We did see a spike of difficulty very early; we can see how many people retried. It worked out nicely because Hitman is a more hardcore brand anyway, so people who played Hitman Go were more into difficult puzzles.
Whereas with Lara Croft Go we want people to finish the game. We don’t want people to drop out because it’s too hard. Our metrics for how we measure success is how many people finish the game. We worked hard on making sure the curve is much, much smoother.
For Lara Croft, one of the things we did differently is that she is not a machine like Agent 47 is. So that’s why we switched the structure from different locations with a target to eliminate, to a book with a narrative curve throughout the game. There’s a story: a beginning, a middle, an end.

So the difficulty and design change on a per-game basis then. The next Hitman Go, assuming there will be one, theoretically would be harder than Lara Croft Go because of the audience?
That’s the thing: it’s the same premise, but most mechanics are different between the two games. The way Hitman Go and the mechanics have been built is we are one year older, one year wiser now. I’d say at the very end of Hitman Go, something I don’t necessarily like as much is to make more difficult puzzles, we had to make bigger puzzles. And for a lot of people, that’s fine. Personally, I like what we did with Lara Croft Go because a lot of the mechanics interact with each other more. We’re able to make simpler, more elegant puzzles while increasing the difficulty. In Hitman a lot of the mechanics interact with the player, but they don’t interact with each other.
If you want to increase the difficulty of a Hitman level, you’d add one more element after another and linearly increase it that way. In Lara Croft, with the way these mechanics combine, there’s a way you throw in one more mechanic and it’s going to combine with everything. Maybe it doubles the difficulty, but it’s definitely not linear anymore.

How would Deus Ex translate to a Go game then? How would your team adapt a huge, vastly complicated universe and gameplay to the platform?
That’s a very good question. Probably it’d be the same approach: Trying to identify what the core elements are, squinting our eyes, asking what the key moments are. Can we derive some kind of core mechanic that would satisfy the mobile platform? And then, a lot of iteration and making sure that people from the Deus Ex franchise are also involved. That’s something we did for both Hitman and Lara Croft, making sure that those studios help us really understand what their franchise is about.
Is a Deus Ex Go being considered or worked on?
I can’t really confirm anything at this point. All I can really say is we’re looking at our options. The only thing that’s important to us is that if we do something, that we do it well and something we think is compelling.

Do you feel restricted in any way because you’re working with existing properties?
Yes, there’s more things established, but at the same time it’s very interesting to work around this constraint and come back with something creative. I always come back to this story from being a kid: My parents bought land that was on a big slope. They hired an architect to build the house and I asked if it was difficult for him because the land wasn’t flat. He said that the most boring projects for him are when there’s a huge flat piece of land. Then there is no contour, nothing to work with. When you have an interesting shape to the landscape, then you need get creative.
This is when you really need to work around those constraints. This is true even for video games. When you’ve got things that are established, it’s easier because you don’t have this empty canvas with nothing at all to work with. That being said, there are also cool advantages to making your own universe. You just need to know all the things you’re working against.
This interview has been condensed and edited.












