head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is reads, and it is a single point.

Execution · Practiced Mastery
A hand-drawn western take on Hotline Miami where you cock the revolver before every single shot.

Execution · Practiced Mastery
A classic arcade brawler sending the turtles through time to pummel Foot Clan waves.
12 is Better Than 6 leans Execution (Practiced Mastery); Teenage Mutant Ninja Turtles IV: Turtles in Time leans Execution (Practiced Mastery).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
12 is Better Than 6
One-hit deaths, manual cocking, fast top-down aim
Teenage Mutant Ninja Turtles IV: Turtles in Time
Throw timing, positioning, and boss dodges are the whole test.
Teenage Mutant Ninja Turtles IV: Turtles in Time leans a little harder on reads, though the gap is small.
12 is Better Than 6
Enemies are placed and scripted
Teenage Mutant Ninja Turtles IV: Turtles in Time
Foot Soldiers run fixed scripts.
12 is Better Than 6 leans a little harder on variance, though the gap is small.
12 is Better Than 6
Unknown enemy placements on first attempts only
Teenage Mutant Ninja Turtles IV: Turtles in Time
Stages and waves are essentially fixed.
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
12 is Better Than 6
Each room becomes a learnable clear order
Teenage Mutant Ninja Turtles IV: Turtles in Time
Wave layouts and boss patterns are fully memorisable.
A matching score does not mean a matching test. Two games can both sit at 10 on execution and demand completely different things of you - which is why the reasoning above matters more than the number beside it.