head to head
Neither is harder. They score identically on all four axes, so the difference between them is in kind, not degree.

Execution · Practiced Mastery
A rail shooter testing lock-on aim and memorised spawn-pattern prioritisation.

Execution · Practiced Mastery
Simon Belmont's SNES remake-quest with a multidirectional whip and a moody trek to Dracula.
Panzer Dragoon: Remake leans Execution (Practiced Mastery); Super Castlevania IV 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.
Panzer Dragoon: Remake
360-degree lock-on aim under rail pressure leads
Super Castlevania IV
Eight-way whip control and stair commitment test precision
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Panzer Dragoon: Remake
Enemy waves are identical scripted spawns
Super Castlevania IV
Classic scripted monster patterns
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Panzer Dragoon: Remake
Nothing random once spawn patterns are seen
Super Castlevania IV
Hidden wall meat, fixed locations
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Panzer Dragoon: Remake
Memorising spawn order and priorities is the mastery loop
Super Castlevania IV
Subweapon choice and boss pattern study
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.