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

Execution · Pure Mechanics
A rail light-gun shooter testing aim and reaction against scripted horrors.
Battle City leans Execution (Pure Mechanics); Silent Hill: The Arcade 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
Silent Hill: The Arcade
Light-gun aiming and reaction speed are core
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
Silent Hill: The Arcade
Enemies appear on fixed rails, not adaptive
Silent Hill: The Arcade leans a little harder on variance, though the gap is small.
Battle City
Spawn order and power-ups add mild randomness per stage
Silent Hill: The Arcade
Some enemy spawn variation adds chaos
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
Silent Hill: The Arcade
Learning enemy spawn spots rewards memorization
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.