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 · Pure Mechanics
A high-intensity twin-stick shooter testing sustained aim and combo-chain routing.

Execution · Practiced Mastery
Memorising spawn patterns then executing them flawlessly under one-hit-death rules.
Assault Android Cactus leans Execution (Pure Mechanics); 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.
Assault Android Cactus
Screen-filling enemy waves demand constant twin-stick precision
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.
Assault Android Cactus
Robot waves spawn on fixed scripts
Super Contra
Alien waves follow fixed spawn scripts
Assault Android Cactus leans a little harder on variance, though the gap is small.
Assault Android Cactus
Power-up drops add minor run-to-run noise
Super Contra
Nothing random once spawn patterns are memorised
Super Contra leans a little harder on optimization, though the gap is small.
Assault Android Cactus
Combo chains and battery routing are learnable scoring systems
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.