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

Execution · Pure Mechanics
A light-gun rail shooter testing target-snapping speed against memorised spawns.
Battle City leans Execution (Pure Mechanics); Revolution X 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.
Battle City
Tank aim and dodge timing under pressure decides every stage
Revolution X
Light-gun target snapping is the entire demand
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
Revolution X
Enemies pop out on rigid arcade scripts
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Battle City
Spawn order and power-ups add mild randomness per stage
Revolution X
Spawn points surprise only until memorised
Battle City leans a little harder on optimization, though the gap is small.
Battle City
Base-defense positioning and brick management have known best answers
Revolution X
Memorising spawns and hostage spots boosts scores
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.