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 · Pure Mechanics
Momentum-perfect platform racing spiced with item mind games against humans.

Execution · Pure Mechanics
High-speed aim and movement dominance against human opponents fighting for weapon and map control.
SpeedRunners leans Execution (Pure Mechanics); Unreal Tournament (1999) leans Execution (Pure Mechanics).
Unreal Tournament (1999) leans a little harder on execution, though the gap is small.
SpeedRunners
Grapple swings and boost timing at full speed decide races
Unreal Tournament (1999)
Shock combo and flak cannon timing demand peak motor precision
Unreal Tournament (1999) leans a little harder on reads, though the gap is small.
SpeedRunners
Timing item throws against human racers' habits wins exchanges
Unreal Tournament (1999)
Human opponents continuously adapt routes and engagement choices
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
SpeedRunners
Item pickups add party-game chaos
Unreal Tournament (1999)
Map spawns are minor; most information is visible or predictable
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
SpeedRunners
Optimal racing lines per track are learnable
Unreal Tournament (1999)
Weapon prioritisation and map control are learnable but secondary
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.