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
A run-and-gun boss rush about dodging scripted patterns with tight inputs.

Execution · Pure Mechanics
A time-trial racer where flawless inputs over fixed tracks are everything.
Cuphead leans Execution (Pure Mechanics); Trackmania leans Execution (Pure Mechanics).
Trackmania leans a little harder on execution, though the gap is small.
Cuphead
Tight dodging and parry timing decide every boss.
Trackmania
Pure input precision over deterministic tracks defines everything.
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Cuphead
Bosses cycle scripted phases; no adaptation to player.
Trackmania
No opponent; ghost runs only.
Cuphead leans a little harder on variance, though the gap is small.
Cuphead
Minor attack-order shuffling between phases.
Trackmania
Tracks are deterministic with zero randomness.
Trackmania leans a little harder on optimization, though the gap is small.
Cuphead
Loadouts and boss phase order are fully learnable.
Trackmania
Line optimization and shortcut discovery matter heavily.
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.