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

Execution · Practiced Mastery
Twitch dodging and shooting layered over memorised arcade stage routes.

Execution · Pure Mechanics
A relentless rail shooter testing aim and dodge execution against fixed choreography.
Metal Slug leans Execution (Practiced Mastery); Sin and Punishment leans Execution (Pure Mechanics).
Sin and Punishment leans a little harder on execution, though the gap is small.
Metal Slug
Dodging dense bullet patterns and precise shots carry every credit
Sin and Punishment
Simultaneous aiming, dodging and melee at relentless pace
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Metal Slug
Enemies follow fixed arcade scripts, never adapt
Sin and Punishment
Everything on rails is scripted, nothing adapts
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Metal Slug
Spawns are nearly deterministic once a stage is learned
Sin and Punishment
Fixed enemy choreography every run
Metal Slug leans a little harder on optimization, though the gap is small.
Metal Slug
One-credit clears come from memorising routes and spawn patterns
Sin and Punishment
Scoring routes and boss patterns are 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.