head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is reads, and it is a single point.

Execution · Practiced Mastery
Lightgun quick-draw reflexes against memorisable filmed ambush sequences.

Execution · Practiced Mastery
A classic arcade brawler sending the turtles through time to pummel Foot Clan waves.
Mad Dog McCree leans Execution (Practiced Mastery); Teenage Mutant Ninja Turtles IV: Turtles in Time 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.
Mad Dog McCree
Quick-draw lightgun accuracy under strict timers
Teenage Mutant Ninja Turtles IV: Turtles in Time
Throw timing, positioning, and boss dodges are the whole test.
Teenage Mutant Ninja Turtles IV: Turtles in Time leans a little harder on reads, though the gap is small.
Mad Dog McCree
Outlaws appear in filmed, fixed sequences
Teenage Mutant Ninja Turtles IV: Turtles in Time
Foot Soldiers run fixed scripts.
Mad Dog McCree leans a little harder on variance, though the gap is small.
Mad Dog McCree
Some ambush order shuffling, quickly mapped
Teenage Mutant Ninja Turtles IV: Turtles in Time
Stages and waves are essentially fixed.
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Mad Dog McCree
Memorising who pops out where is the real progression
Teenage Mutant Ninja Turtles IV: Turtles in Time
Wave layouts and boss patterns are fully memorisable.
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.