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

Execution · Practiced Mastery
Capcom's polished CPS2 vertical shooter built around a charging lock-on bomb and tight scoring play.

Execution · Practiced Mastery
Memorising spawn patterns then executing them flawlessly under one-hit-death rules.
19XX: The War Against Destiny leans Execution (Practiced Mastery); Super Contra 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.
19XX: The War Against Destiny
Capcom bullet density plus lock-on bomb timing
Super Contra
One-hit deaths demand precise dodging and constant accurate fire
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
19XX: The War Against Destiny
Boss patterns are fixed
Super Contra
Alien waves follow fixed spawn scripts
19XX: The War Against Destiny leans a little harder on variance, though the gap is small.
19XX: The War Against Destiny
Little hidden once stages are studied
Super Contra
Nothing random once spawn patterns are memorised
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
19XX: The War Against Destiny
Charge-shot usage and scoring routes reward deep study
Super Contra
Memorising spawns and weapon routes is half the run
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.