Your shift scored 0 points.
Goods come up the belt. Shove each one into the crate that takes it before it runs off the end.
The all-time top 20 from every plant.
Goods ride up the belt in the middle. Crates stand either side of it, each labelled with the one thing it takes — no two crates ever take the same thing. The lead good, the one furthest up the belt, is the one you are handling: it is ringed, and its arrows light up when it draws level with a crate. Press ← or →, or tap or swipe a good on the belt, to shove it that way — tap left of its middle for left, right of it for right.
Ten goods fill a crate. It is sealed, carted off and paid out, and a crate for something else drops into the gap. Seal three crates and you go up a level: the belt speeds up and the catalogue moves on, from light bulbs at level 1 to combine harvesters at level 10. At level 4 a third pair of crates opens, and at level 7 a fourth — more to pack into, and less room between them.
Shove a good at a crate that does not take it and it bounces back onto the belt, but the arm jams for a moment and you will usually miss that crate. Only a good that runs off the end of the belt is a fault, and three faults end the shift. Every shift starts with one override and earns another on every level, up to 3: press O or Space to drop the belt to half speed for six seconds. On a dead shift an override puts the line back on instead and wipes a fault.
What's your name, foreman? It goes on the all-time Top Foremen list.