These kinds of worlds typically occur in video games, and famously the ideas which I will elaborate on in this post were used in the Super Mario 64 community to “hack” the game to achieve various speedrunning goals:
Access private data. The /files/ and /cachedContents/ endpoints can contain uploaded datasets, documents, and cached context. Anything the project owner stored through the Gemini API is accessible.
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Four interrupts, one each inside the top four rows of puzzle cells. This updates the Y coordinates of the drop shadows and enables the appropriate columns with a write to $D015. One of these four will also be responsible for moving the other three sprites into their lower positions, thus handling the bottom half of the left-side shadow and the corners.