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
Raw paddle reflexes keeping a bouncing clown alive against balloon rows.

Execution · Pure Mechanics
An early arcade climber demanding tight, repeatable jump execution.
Circus Atari leans Execution (Pure Mechanics); Donkey Kong Junior 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.
Circus Atari
Paddle precision under the falling clown is everything
Donkey Kong Junior
precise vine-climbing and jump timing
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Circus Atari
No opponent - pure physics reaction
Donkey Kong Junior
enemies follow fixed patrol patterns
Circus Atari leans a little harder on variance, though the gap is small.
Circus Atari
Bounce angles add slight unpredictability
Donkey Kong Junior
minor enemy timing variance
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Circus Atari
Balloon-row targeting strategy is thin but present
Donkey Kong Junior
minimal route memorization needed
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.