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

Execution · Practiced Mastery
Raizing's chaotic arcade shooter where bullet dodging meets intricate rank and scoring systems.

Execution · Pure Mechanics
Capcom's infamously punishing arcade platformer that makes you beat it twice for the real ending.
Armed Police Batrider leans Execution (Practiced Mastery); Ghosts 'n Goblins 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.
Armed Police Batrider
Dense bullet weaving and precise dodging at arcade speed
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.
Armed Police Batrider
Scripted enemy waves, no adaptive opponent
Ghosts 'n Goblins
Enemy spawns are scripted
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Armed Police Batrider
Rank system shifts slightly, patterns fully learnable
Ghosts 'n Goblins
Red Arremer movement adds slight noise
Armed Police Batrider leans a little harder on optimization, though the gap is small.
Armed Police Batrider
Scoring routes, medal chains, ship picks reward deep planning
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.