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
A precision movement game disguised as a card-action roguelite, decided almost purely by execution.

Execution · Pure Mechanics
A time-trial racer where flawless inputs over fixed tracks are everything.
Neon White leans Execution (Pure Mechanics); Trackmania 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.
Neon White
Card-discarding movement tech is the entire game at maximum precision
Trackmania
Pure input precision over deterministic tracks defines everything.
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Neon White
Solo time-trial levels; no opponent to read or predict
Trackmania
No opponent; ghost runs only.
Neon White leans a little harder on variance, though the gap is small.
Neon White
Fixed levels with no randomness; entirely deterministic
Trackmania
Tracks are deterministic with zero randomness.
Trackmania leans a little harder on optimization, though the gap is small.
Neon White
Route optimisation and card-discard sequencing form the depth layer
Trackmania
Line optimization and shortcut discovery matter heavily.
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.