Quoted from Cheeks:Actually, each rectangle is a pair: one "scoop" and one wall. They can all be raised individually and each wall / scoop can be lit individually with RGB LEDs. If the game raises one scoop, that flat rectangular piece raises up and you can shoot the ball into it. Each scoop also has a vertical wall in front of it, which is used to create barriers that block segments of the upper playfield.
For example, there's a mini-game called ROCS where all the scoops and walls raise up. This keeps the ball trapped on the lower playfield and you are tasked with hitting virtual targets on the LCD. Once you complete your objective, one of the walls lowers and you need to shoot the ball into the exposed scoop. Similarly, there is a mode in Lexy where you're in a warehouse and you need to smash crates and collect the contents by rolling over them on the LCD. All the scoops are up and 2 are exposed by lowering their corresponding wall. One scoop leads to the next room, and the other allows to you go back the prior room, in case you left before collecting all the parts.
CCR uses these 1 or 2 at a time to create blockages to the ramps or as a special hurry-up shot to hit. Heist! uses them in different ways as well. If you watch Gerry's stream (which was on Dead_Flip's Twitch channel) it shows multiple creative uses of the scoops and walls.
This whole platform is really fascinating. How does the game keep track of the balls when hitting targets represented on the LCD?