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
Precise jump execution across fixed levels with secrets to memorise.
Battle City leans Execution (Pure Mechanics); Super Mario World 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
Super Mario World
Perfect inputs trivialise every jump, spin and cape flight
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
Super Mario World
Scripted Koopas adapt to nothing
Battle City leans a little harder on variance, though the gap is small.
Battle City
Spawn order and power-ups add mild randomness per stage
Super Mario World
Levels are fixed; nothing hidden survives one playthrough
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
Super Mario World
Secret exits and route knowledge add a modest solvable layer
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.