This is related to the topic created by PrinceMSC.
I found on my computer the text file that had the list of known bugs for beta 104. Now clearly some of these bugs have already been fixed, but perhaps they could be given one more check to be sure.

Anyway, here they are:
  • The bug with flipping using cset 2.
  • The hookshot can't fit horizontally through a 1 tile wide gap that spans 2 tiles
  • Dodongos don't make the 'armor' sound effect when you hit them when they're stunned
  • Dodongos are treated like BS Dodongos for collision detection
  • Link won't hold up bombs even if the 'hold up' screen flag is set
  • Link likes to use the ladder on hookshot over combos
  • Overworld maps that are also levels get cut off at column 7, which isn't consistant with the mini map
  • Leaving a conveyor sometimes makes Link walk funny
  • The Lanmolas still drop items from their segments, as do Manhandlas
  • Some screen flags arn't applied after an insta-warp
  • Sidewarping into a dungeon makes any doors in the initial room behave like passages until the player leaves the room and comes back from a different direction
  • Projectiles and dropped items continue to experiance time while Link holds up an item, while time freezes for everything else
  • The cheats for the magic meter don't work
  • You can push blocks to the sides of the ladder, but you can't push the block at the end of the ladder if you approach it from below
  • The hookshot doesn't work properly on Gels and Keese and Bats
  • Sometimes when you throw the boomerang, Link gets stuck
  • Secret money rooms in dungeons come back again and again
  • If you're diving and a fireball overlaps Link, it goes underneath the diving sprite rather than over top of it
  • Enemy placement flags show up with the lens
  • If there are 2 dock combos next to each other horizontally and Link tries to raft from between them, he just goes straight until the end of the screen
  • Slash combos don't work properly on screen 80
  • You can't show the letter for the potion shop in a dungeon
  • The text beneath items in rooms (i.e. the cost of items in a shop) overlaps on top of Link which it shouldn't
  • Pressing the 'go' button in the sidewarp dialog causes the enemies->secret flag to become unset. It may also affect other flags
  • If there is a slow walk combo in front of a walk-through wall, Link will become stuck in the wall
  • If the fast walk cheat is enabled and Link goes through a door on the top or bottom wall in a dungeon, Link will run all the way through the next room and the room after that and so on, and not stop until he runs into something solid
  • Armos in the enemy list leave behind an under combo when they appear
  • If a statue is removed due to some action, its space will contine to shoot at you. Likewise, if a statue combo appears due to some action, it will not shoot
  • Armos cause the enemy->etc flags to be set off again if you kill all the enemies, then spawn an Armos and then kill it
  • Rubble from a bombed door dissapears when blocks are pushed on that screen
  • The screen should flash when a bomb explodes
  • If there is 1 row of water on the top or bottom of the screen and Link crosses it with the ladder, the ladder will float up and linger there
  • Overhead layers don't dissapear when you die or rescue Zelda or a piece of the triforce
  • Directional projectiles (namely sword beams and magic) don't animate properly
  • If you stun the blue wizrobe while it is teleporting it may become invisible
  • Getting off the raft sometimes causes Link to behave oddly
  • Secret sfx don't trigger after an insta-warp
  • The heart display on the player select screen is messed up - its one row lower than it should be
  • If you turn the combo brush on, and then enter a full-screen editor via the keypad, the cursor becomes invisible until you leave
  • Sometimes Link becomes unable to pick up items for no apparent reason
  • You can hit an arrow flag from the left or right even if you fire from one block below the flag
  • Similarly, you can stand on the space below a whistle flag and blow the whistle and set it off
  • You can keep stepping on a trigger temp/perm combo over and over
  • Various problems with the new enemy tiles
  • The continue bug
  • Enemies only check the bottom half of each tile for walkability. Thus it is possible for them to pass through thin walls that reside in the upper half of the tile


Now I know many of these bugs have been fixed, but the majority of these are still around. I won't have time to be the one who maintains this list, but this should be a good starting point for whoever does.