head to head
Dragon Ball Z: Ultimate Tenkaichi asks more than Nintendo Land, and the gap is reads.

Reads · Competitive PvP
Spectacle fighting reduced to rock-paper-scissors prediction in clash moments.

Execution · Competitive PvP
Wii U minigame park whose asymmetric hide-and-seek modes shine with friends.
Dragon Ball Z: Ultimate Tenkaichi leans Reads (Competitive PvP); Nintendo Land leans Execution (Competitive PvP).
Nintendo Land leans a little harder on execution, though the gap is small.
Dragon Ball Z: Ultimate Tenkaichi
Simplified inputs flatten the physical ceiling
Nintendo Land
Motion and GamePad dexterity across minigames
Dragon Ball Z: Ultimate Tenkaichi leans clearly harder on reads.
Dragon Ball Z: Ultimate Tenkaichi
Clash minigames are near rock-paper-scissors against humans
Nintendo Land
Asymmetric chase games create real human mind-games
Dragon Ball Z: Ultimate Tenkaichi leans a little harder on variance, though the gap is small.
Dragon Ball Z: Ultimate Tenkaichi
Guessing-game clashes inject coin-flip outcomes
Nintendo Land
Some random layouts and item spawns
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Dragon Ball Z: Ultimate Tenkaichi
Character knowledge matters but systems are shallow
Nintendo Land
Per-attraction tactics, mostly shallow
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.