I downloaded the latest release, altered line 389 of JiggleGame.cs from:
physObj.PhysicsBody.Velocity = (camera.Target - camera.Position) * 20.0f;
physObj.PhysicsBody.Velocity = (camera.Target - camera.Position) * 1000.0f;
If you fire objects without changing the camera orientation, they always fire dead ahead, but as soon as you rotate the view, they start to fire off in unusual directions. The same thing happens when I alter it to use PhysicsBody.ApplyWorldImpulse(). Also, it seems that the direction that they travel is dependant on the type of object being fired! Apologies if this is not actually a bug.