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
Memorising scripted bullet waves and executing clean dodges for score.

Execution · Pure Mechanics
A methodical shooter that rewards learning enemy layouts and conserving resources across connected military bases.
Aero Fighters 3 leans Execution (Practiced Mastery); Quake II leans Execution (Pure Mechanics).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Aero Fighters 3
Dodging dense bullet patterns is the whole challenge
Quake II
Fast strafe-aim against hard-hitting enemies demands clean inputs
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Aero Fighters 3
Enemy waves are fully scripted, nothing adapts
Quake II
All enemies are scripted; no adaptive AI present
Quake II leans a little harder on variance, though the gap is small.
Aero Fighters 3
Minor item drops aside, patterns are fixed once learned
Quake II
Item and enemy placement is fixed but unknown on first play
Aero Fighters 3 leans a little harder on optimization, though the gap is small.
Aero Fighters 3
Memorising spawns, routes and ship choice drives high scores
Quake II
Ammo and health economy tightly constrains routing through every level
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.