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

Execution · Practiced Mastery
Memorising spawn patterns then executing them flawlessly under one-hit-death rules.
Armed Police Batrider leans Execution (Practiced Mastery); Super Contra leans Execution (Practiced Mastery).
Armed Police Batrider leans a little harder on execution, though the gap is small.
Armed Police Batrider
Dense bullet weaving and precise dodging at arcade speed
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.
Armed Police Batrider
Scripted enemy waves, no adaptive opponent
Super Contra
Alien waves follow fixed spawn scripts
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
Super Contra
Nothing random once spawn patterns are memorised
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
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.