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
A neo-noir one-hit-kill action platformer about planning and replaying perfect assassinations.

Execution · Pure Mechanics
A frantic SNES space-western gallery shooter about dodging while you shoot.
Katana ZERO leans Execution (Practiced Mastery); Wild Guns 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.
Katana ZERO
One-hit-death slashing and deflects demand precision
Wild Guns
Simultaneous aiming and dodging defines the whole game
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Katana ZERO
Enemies follow fixed placements and behaviours
Wild Guns
Enemy waves are fully scripted
Wild Guns leans a little harder on variance, though the gap is small.
Katana ZERO
Rooms are identical on every attempt
Wild Guns
Bullet spawns vary slightly until patterns are absorbed
Katana ZERO leans a little harder on optimization, though the gap is small.
Katana ZERO
Planning the perfect room-clear sequence
Wild Guns
Stage routing and pattern memorization converge for high scores
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.