head to head
Neither is harder. They score identically on all four axes, so the difference between them is in kind, not degree.

Execution · Practiced Mastery
Pulpy arcade dogfighting game set in an alternate 1930s of air pirates.

Execution · Practiced Mastery
A retro Sonic revival celebrating classic-era momentum design.
Crimson Skies: High Road to Revenge leans Execution (Practiced Mastery); Sonic Mania leans Execution (Practiced Mastery).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Crimson Skies: High Road to Revenge
dogfighting aim and stunt flying carry combat
Sonic Mania
High-speed reaction platforming
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Crimson Skies: High Road to Revenge
AI pilots follow mappable patterns
Sonic Mania
No human opponent
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Crimson Skies: High Road to Revenge
some scripted surprises on first play
Sonic Mania
Mostly deterministic with hidden routes
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Crimson Skies: High Road to Revenge
plane choice and mission routing are learnable
Sonic Mania
Route knowledge dominates speedruns
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.