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
Arcade racing with Mario Kart-style power-ups bolted onto licensed cars.

Execution · Pure Mechanics
An arcade kart racer testing drift handling and stunt execution.
Blur leans Execution (Pure Mechanics); Joy Ride Turbo 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.
Blur
Racing lines and dodging shots demand car control
Joy Ride Turbo
Precise drifting and stunt timing decide races
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Blur
Human racers bait and time power-ups against you
Joy Ride Turbo
Some anticipation of human rivals in multiplayer
Blur leans a little harder on variance, though the gap is small.
Blur
Power-up pickups and incoming attacks add chaos
Joy Ride Turbo
Item pickups and track hazards add minor chaos
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Blur
Track knowledge and pickup routes are learnable
Joy Ride Turbo
Racing lines and car unlocks reward planning
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.