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
NES Zapper classic testing raw aim against pop-up gangster targets.
Donkey Kong Junior leans Execution (Pure Mechanics); Hogan's Alley 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
Hogan's Alley
Pure light-gun aim and reaction speed
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
Hogan's Alley
Cardboard targets cannot adapt
Hogan's Alley leans a little harder on variance, though the gap is small.
Donkey Kong Junior
minor enemy timing variance
Hogan's Alley
Target order randomizes within simple sets
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
Hogan's Alley
Little to plan beyond gangster-vs-civilian recognition
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.