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
Arcade run-and-gun whose one-credit clears demand total spawn memorization and twitch.

Execution · Pure Mechanics
A bullet-hell shmup testing reflex dodging of scripted enemy patterns.
Metal Slug 3 leans Execution (Pure Mechanics); Raiden IV OverKill 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.
Metal Slug 3
one-hit deaths demand frame-level dodging and aim
Raiden IV OverKill
Dodging dense bullet patterns demands precise reflexes
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Metal Slug 3
every enemy wave is scripted
Raiden IV OverKill
Enemies fire fixed scripted patterns, not adapting
Raiden IV OverKill leans a little harder on variance, though the gap is small.
Metal Slug 3
branching paths vary runs slightly
Raiden IV OverKill
Some spawn and item randomness, mostly mappable
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Metal Slug 3
memorizing spawns is the path to a one-credit clear
Raiden IV OverKill
Memorizing patterns and scoring routes maximizes runs
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.