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 · Practiced Mastery
A voxel-based arcade shooter where precise movement and optimal human-rescue sequencing drive score.

Execution · Practiced Mastery
Memorising spawn patterns then executing them flawlessly under one-hit-death rules.
Resogun 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.
Resogun
Precise overdrive timing and bullet-threading at high speed
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.
Resogun
Scripted enemy formations only
Super Contra
Alien waves follow fixed spawn scripts
Resogun leans a little harder on variance, though the gap is small.
Resogun
Particle-based destruction and some randomised enemy entry points
Super Contra
Nothing random once spawn patterns are memorised
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Resogun
Keeper rescue sequencing and phase timing are fully learnable
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.