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Best
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Run the lift in a six-floor building. Passengers appear with a destination and a patience ring that keeps draining — tap a floor to send the car, pick up who you can, and drop them off. Lose three passengers and you're done.
Tap any floor to send the lift there. When it arrives the doors open: riders whose destination is that floor get off (that's your score), then waiting passengers board, up to four at a time.
Each waiting passenger shows the floor they want and a ring that drains. If the ring empties they walk off and you lose a life. Three lost passengers ends the run.
The lift only moves toward one target at a time, so every tap is a commitment. The cheapest mistake to make early is treating it like a taxi — chasing whoever is closest. Look instead for a floor where a drop-off and a pick-up overlap: arriving at floor 4 with a rider bound for 4 while someone is waiting there turns one trip into two pieces of work.
Capacity is four, and a full car is a trap as much as a prize. If all four riders want the top floor you have committed the whole car to one sweep, and anyone spawning below will drain out while you are up there. Leaving a slot free is often worth more than squeezing in a fourth passenger.
Read the rings, not the queue length. A floor with three fresh passengers is safer than a floor with one whose ring has gone red. Because the patience window shrinks as your score climbs, the game gradually stops rewarding tidy routes and starts rewarding triage — late on, you are simply deciding who to sacrifice.
When two passengers are about to expire on different floors you cannot save both, so save the one whose destination matches a rider already aboard. You lose a life either way; only one of those choices also banks a delivery.