Although Zen's tables are brilliant and of high quality the occasional bug does slip through. To avoid the same bug being repeatedly reported (thanks Kimkom for pointing out the error in my ways ) I will note them in this thread as they are reported.
Game Breaking: During the Sniper Mission, the game kicks out the locked balls before the mission is completed. The next shot to the tanker will NOT lock in, but the Mission is STILL active with the DMD flashing "Lock Three Balls Into the Tanker!". It is then impossible to finish this mission....and impossible to start another one with this active, totally hampering any scoring.
Game Breaking: During the Sniper Mission after three balls are locked the video mode doesn't start, instead only the multi-ball starts. The mission is then stuck.
Bug: The frenzy hole can get glitched up by the metal thing in front of it blocking it.
Game Breaking: It is possible for the ball to bounce up/above the playfield on this table. During multi-ball I had the ball bounce up and land directly behind the wheel target/multi-ball lock hole. The ball is stuck and there is no way to nudge it out. If you drain any remaining balls, the game will not start a new ball. The only option is to restart the game.
Misfeature/Bug?: 10x mutliplier is not attainable from bumpers. 2x,4x,6x,8x, extra ball are all attained from hitting the "mushroom" bumpers on the left side of the table. The table never rewards 10x from the bumpers, regardless of the number of times you hit them. 10x is shown on the table playfield, so we can assume there is a way to activate/light 10x.
Bug: The view incorrectly zoom out during the Zemo's Castle mini-game if the ball hits the bottom of the mini-game.
Bug: Captain Zemo Castle mini-game sometimes doesn't work after Assault has been spelled. The timed mission starts, the lights are lit, but the game doesn't activate when the ball enters the castle. For some people it happens each time they spell Assault and not just sporadically.
Bug: Bucky Howler isn't awarded if you shoot the right ramp quickly after the skillshot.
Bug: The right ramp sinkhole is sometimes active when you achieve a skillshot so you can't achieve Bucky Howler.
Bug: During Resistance mode team members can go missing if you use the Cosmic Cube.
Bug: Ball flailing of the Assault Ramp rails and deflecting somewhere else on the table. This can happen at any time; during missions and even at ball launch.
Bug: During multiplayer split screen if you tilt the table excessively, you will after a while see a random score pop out of nowhere. After the score pop up, you will be able to launch 2 balls into the game. Due to unlimited balls in multiplier split screen you can do it each time. Has not been tested yet on xbox live.
Bug: During the Death Ray Mission the DMD display sometimes gives the wrong information in that while you are required to deflect the rays after you have acquired the required strength, the DMD is still on the "Strength Meter". It doesn't though prevent you from completing the mission.
Bug: Losing you last ball during some of the stages of the Wizard mode results in an additional ball being made available to launch. This ball stays in play until you hit the cosmic cube and the actual multiball stage starts.
Bug: I appears that after a long game (2 x wizard mode completed) the Zemo/Redskull target doesn't register a hit on it and the right ramp sinkhole to start a mission doesn't open.
Bug: During Dig Site Mission, if ball drains immediately after hitting the dynamite target, (to win the mission,) points are awarded like usual, but the light on the playfield does not light. You are then not able to select that mission again, when selecting another Cap's Hole mission. This presumably prevents you from reaching Wizard mode (not tested).
Misfeature: During the Red Skull Mission you get more points for the holes where you get hit by the Red Skull than for hitting the targets where you hit Red Skull.
Misfeature: There is no sound effect when Bucky saves you.
Misfeature: The supply-drop mini game has no sound effect to indicate that it is active.
Misfeature: Following the completion of the Wizard mode or the Sleeper Multi-ball the sound effects accompanying the Sleeper Robot continues in the background for the rest of the game.
Misfeature: Sometimes after failing a mission, when you restart it again the accompanying sound bit is not played e.g. Adhesive-X mission.
Bug: When you start Panic Multi-ball and immediately lose the first ball the DMD display gets stuck on a screaming lady holding her head. From there on the DMD does not display your score and more importantly the Invasion count down timer. Other DMD instructions still appear e.g. Invasion prevented, second Wave coming.
Bug: The Hidden path blockers get stuck.
Bug: The Right Orbit often doesn't count.
Game Breaking: Remaining Ball becomes stuck behind hidden path targets after failing the Sir Percival Mission. There is no way to nudge the ball back into play. The only option is to restart the game. This is a very rare/unique set of circumstances that I've never seen anyone else comment about. I don't recall if the stuck ball came from an orbit shot to the right or a failed orbit shot/hidden hole shot on the left.
Bug: Ball gets stuck.
Bug: When losing the last 2 balls of playground multi-ball simultaneously, bungy save won't take effect until after a new ball is launched. I thus doesn't perform its function of saving the ball.
Scoring Glitch: The hole at the top right of the board will intermittently not kick the ball out with enough force for it to re-enter play, causing it to fall back into the hole, and score more points. Once it gets stuck like this you can just leave your console on forever, and continue to get points. It takes a nudge of the table to get your ball out.
Low quality video of the glitch http://www.youtube.com/watch?v=uXkjP4lMKmM
Misfeature: Right after I activated Playground multi ball, somehow two balls got stuck underneath the third flipper. I got them unstuck by shooting the ball left in play into the playground and letting it drain into the bottom playfield, unclogging the jam.