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 · Practiced Mastery
Arcade beat-em-up classic about brawling through Metro City's gangs.

Execution · Practiced Mastery
Chaining mid-air kills to climb while an upgrade economy does half the lifting.
Final Fight leans Execution (Practiced Mastery); Knightmare Tower leans Execution (Practiced Mastery).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Final Fight
Crowd-control timing and throw spacing
Knightmare Tower
Mid-air slash chaining keeps the launch alive - pure reflexes
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Final Fight
Thugs spawn and attack on scripts
Knightmare Tower
Monsters spawn without any adaptive intent
Knightmare Tower leans a little harder on variance, though the gap is small.
Final Fight
Minor enemy placement randomness
Knightmare Tower
Monster spawn patterns shuffle each ascent
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Final Fight
Memorising waves and damage-efficient patterns
Knightmare Tower
Upgrade purchase order largely determines how high you climb
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.