head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is execution, and it is a single point.

Execution · Pure Mechanics
Peak 16-bit run-and-gun of set-piece bosses and razor-thin dodges.

Execution · Practiced Mastery
A neo-noir one-hit-kill action platformer about planning and replaying perfect assassinations.
Contra III: The Alien Wars leans Execution (Pure Mechanics); Katana ZERO leans Execution (Practiced Mastery).
Contra III: The Alien Wars leans a little harder on execution, though the gap is small.
Contra III: The Alien Wars
Relentless bosses and bullet dodging
Katana ZERO
One-hit-death slashing and deflects demand precision
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Contra III: The Alien Wars
Set-piece bosses are pure scripts
Katana ZERO
Enemies follow fixed placements and behaviours
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Contra III: The Alien Wars
Everything is fixed and learnable
Katana ZERO
Rooms are identical on every attempt
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Contra III: The Alien Wars
Weapon management and pattern memorization
Katana ZERO
Planning the perfect room-clear sequence
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.