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
An early arcade climber demanding tight, repeatable jump execution.

Execution · Pure Mechanics
Combo execution and dodge timing through scripted grindhouse brawls.
Donkey Kong Junior leans Execution (Pure Mechanics); Shank leans Execution (Pure Mechanics).
Donkey Kong Junior leans a little harder on execution, though the gap is small.
Donkey Kong Junior
precise vine-climbing and jump timing
Shank
Combo juggling and dodge timing carry every brawl
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
Shank
Enemies and bosses attack on fixed patterns
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Donkey Kong Junior
minor enemy timing variance
Shank
Hand-built levels with no randomness
Shank leans a little harder on optimization, though the gap is small.
Donkey Kong Junior
minimal route memorization needed
Shank
Weapon-swap combo routing rewards some lab work
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.