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
Capcom's infamously punishing arcade platformer that makes you beat it twice for the real ending.

Execution · Pure Mechanics
A bullet-hell shooter testing precise dodging through fixed dense patterns.
Ghosts 'n Goblins leans Execution (Pure Mechanics); Rolling Gunner 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.
Ghosts 'n Goblins
Committed jumps and pixel-precise throws, no mercy
Rolling Gunner
Dodging dense bullet patterns is the entire skill ceiling
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Ghosts 'n Goblins
Enemy spawns are scripted
Rolling Gunner
Solo arcade, enemies are scripted not adaptive
Rolling Gunner leans a little harder on variance, though the gap is small.
Ghosts 'n Goblins
Red Arremer movement adds slight noise
Rolling Gunner
Patterns are fixed once learned, minimal randomness
Ghosts 'n Goblins leans a little harder on optimization, though the gap is small.
Ghosts 'n Goblins
Weapon choice and route memorisation are mandatory
Rolling Gunner
Scoring routes and the rolling-gun mechanic reward planning
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.