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

Execution · Practiced Mastery
A memorization bullet-hell shooter testing reflexes against fixed enemy patterns.

Execution · Pure Mechanics
Capcom's infamously punishing arcade platformer that makes you beat it twice for the real ending.
1917: The Alien Invasion DX leans Execution (Practiced Mastery); Ghosts 'n Goblins leans Execution (Pure Mechanics).
Ghosts 'n Goblins leans a little harder on execution, though the gap is small.
1917: The Alien Invasion DX
Dodging dense bullet patterns at speed is the lead skill
Ghosts 'n Goblins
Committed jumps and pixel-precise throws, no mercy
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
1917: The Alien Invasion DX
Enemies follow scripted waves, not adaptive behaviour
Ghosts 'n Goblins
Enemy spawns are scripted
1917: The Alien Invasion DX leans a little harder on variance, though the gap is small.
1917: The Alien Invasion DX
Patterns hidden until memorized across runs
Ghosts 'n Goblins
Red Arremer movement adds slight noise
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
1917: The Alien Invasion DX
Memorizing fixed bullet patterns and routing is core
Ghosts 'n Goblins
Weapon choice and route memorisation are mandatory
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.