This was a GameCube game based on a CGI cartoon show. There was some thought that Cubix might be the "next Pokémon". It had many of the elements that one would want in a "next Pokémon". Young heroes that solved conflicts with their robots that they collected and customized. In addition, since the show was done in CGI, we were able to use actual assets from the show.
Cubix had been in test for quite some time and no new bugs had been found lately. The game featured both single and multi-player modes, as well as a number of puzzles and mini-games.
The first puzzle of the game, a simple one used to teach the player the game mechanics, was pushing and stacking four boxes in the family garage so that the van could be moved in. The game had two camera positions. A 3/4 isometric view and an overhead view used mostly for some of the jumping puzzles later in the game. Since this puzzle took place in a garage with a low ceiling, using the overhead view made no sense, so naturally that is the view I chose.
As I pushed the first box into place something in the stack of open boxes, to the left of the opening the puzzle boxes needed to be placed in, caught my eye. Through the open top of the top box I could see a double stack of "Business Life" magazines. I jumped on the web and Googled "Business Life" and sure enough the graphics people had used the actual covers of real magazines. The actual covers of real magazines without getting permission.
This is of course an "A" bug. A "stopper". Should the folks at "Business Life" find their magazine used in a game without their permission they could demand, for example, that all games not yet sold be recalled and "fixed". The cost of a recall like that would ensure that the game would never turn a profit and would likely end up being a major financial loss.
What can we learn from this? Well, from time to time, during a game's development cycle, it is good to bring in some fresh testers. Testers that have not yet seen the game. Fresh eyes that are not used to a game and can see it in ways that the testers so familiar with the game might not. In addition, we testers need to be able think differently, play differently. Approach a game and its goals from unique and different viewpoints. This will often turn up the bugs that might otherwise go unnoticed.