head to head
Hardware: Rivals asks more than Nintendo Land, and the gap is execution.

Execution · Competitive PvP
Vehicular arena duels of handling and aim against human drivers.

Execution · Competitive PvP
Wii U minigame park whose asymmetric hide-and-seek modes shine with friends.
Hardware: Rivals leans Execution (Competitive PvP); Nintendo Land leans Execution (Competitive PvP).
Hardware: Rivals leans clearly harder on execution.
Hardware: Rivals
Vehicle handling and turret aim decide most duels
Nintendo Land
Motion and GamePad dexterity across minigames
Hardware: Rivals leans a little harder on reads, though the gap is small.
Hardware: Rivals
Human opponents' arena rotations reward some prediction
Nintendo Land
Asymmetric chase games create real human mind-games
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Hardware: Rivals
Pickup spawns add mild positional randomness
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.
Hardware: Rivals
Weapon-pickup control and map knowledge underpin wins
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.