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
An early arcade climber demanding tight, repeatable jump execution.

Execution · Pure Mechanics
A light-gun shooting gallery testing aim and reaction speed.
Donkey Kong Junior leans Execution (Pure Mechanics); Gangster Town 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.
Donkey Kong Junior
precise vine-climbing and jump timing
Gangster Town
Aiming and fast shooting at targets decides everything
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Donkey Kong Junior
enemies follow fixed patrol patterns
Gangster Town
Enemies pop up on scripted cues, not adapting
Gangster Town leans a little harder on variance, though the gap is small.
Donkey Kong Junior
minor enemy timing variance
Gangster Town
Enemy appearance timing adds minor surprise
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Donkey Kong Junior
minimal route memorization needed
Gangster Town
Little to solve beyond shooting accurately
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.