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
Twitch tank duels while protecting a base from scripted enemy waves.

Execution · Pure Mechanics
A fixed-position shooter testing aim and target prioritization against waves.
Battle City leans Execution (Pure Mechanics); Beach Head 2002 leans Execution (Pure Mechanics).
Beach Head 2002 leans a little harder on execution, though the gap is small.
Battle City
Tank aim and dodge timing under pressure decides every stage
Beach Head 2002
Aim and target prioritization under fire dominate
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Battle City
Enemy tanks follow simple scripted routines, nothing adaptive
Beach Head 2002
Enemy waves scripted, not adapting to you
Beach Head 2002 leans a little harder on variance, though the gap is small.
Battle City
Spawn order and power-ups add mild randomness per stage
Beach Head 2002
Attack timing and approach vectors vary
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Battle City
Base-defense positioning and brick management have known best answers
Beach Head 2002
Weapon switching and threat priority improve survival
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.