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
Motion-controlled WarioWare where you snap the remote into poses to clear five-second microgames.
Battle City leans Execution (Pure Mechanics); WarioWare: Smooth Moves 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
WarioWare: Smooth Moves
Instant motion-pose changes and gesture accuracy under pressure
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
WarioWare: Smooth Moves
No adaptive opposition, just scripted prompts
WarioWare: Smooth Moves leans a little harder on variance, though the gap is small.
Battle City
Spawn order and power-ups add mild randomness per stage
WarioWare: Smooth Moves
Random microgame draws keep each run unpredictable
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
WarioWare: Smooth Moves
Learning every form and microgame solution converges
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.