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 · Pure Mechanics
A 1977 timing test - lead the moving target and outscore the other gun.

Execution · Pure Mechanics
Nine pointer-driven minigames bundled with a Wii Remote, from duck-hunt shooting to table tennis.
Air-Sea Battle leans Execution (Pure Mechanics); Wii Play leans Execution (Pure Mechanics).
Air-Sea Battle leans a little harder on execution, though the gap is small.
Air-Sea Battle
Timing shots on moving targets is the entire game
Wii Play
Pointer aim and timing carry shooting and ping-pong games
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Air-Sea Battle
Head-to-head play adds slight outguessing of the other gunner
Wii Play
Two-player duels add slight mutual prediction
Wii Play leans a little harder on variance, though the gap is small.
Air-Sea Battle
Target patterns cycle predictably
Wii Play
Find Mii crowds and target spawns randomise lightly
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Air-Sea Battle
Learning target speeds and angles is shallow but real
Wii Play
Minigames are too shallow to deeply optimise
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.