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

Execution · Practiced Mastery
Memorising scripted bullet waves and executing routes flawlessly for score.

Execution · Practiced Mastery
Memorising spawn patterns then executing them flawlessly under one-hit-death rules.
Raiden V: Director's Cut leans Execution (Practiced Mastery); Super Contra 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.
Raiden V: Director's Cut
Weaving bullet patterns demands precise sustained piloting
Super Contra
One-hit deaths demand precise dodging and constant accurate fire
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Raiden V: Director's Cut
Enemy waves are fully scripted, nothing adapts
Super Contra
Alien waves follow fixed spawn scripts
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Raiden V: Director's Cut
Patterns are fixed; surprises vanish after one credit
Super Contra
Nothing random once spawn patterns are memorised
Raiden V: Director's Cut leans a little harder on optimization, though the gap is small.
Raiden V: Director's Cut
Memorised routes and weapon choices define high scores
Super Contra
Memorising spawns and weapon routes is half the run
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.