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 pure paddle-tracking reflex test that accelerates until your hands fail.
Donkey Kong Junior leans Execution (Pure Mechanics); Super Breakout 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
Super Breakout
Paddle precision at increasing ball speed is 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
Super Breakout
No opponent - bricks do not think
Super Breakout leans a little harder on variance, though the gap is small.
Donkey Kong Junior
minor enemy timing variance
Super Breakout
Ball deflection angles add minor unpredictability
Super Breakout leans a little harder on optimization, though the gap is small.
Donkey Kong Junior
minimal route memorization needed
Super Breakout
Tunnelling strategies and brick priorities are quickly learned
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.