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
Memorising spawn patterns then executing them flawlessly under one-hit-death rules.

Execution · Pure Mechanics
An arcade shmup testing dodge precision and memorised wave routing.
Super Contra leans Execution (Practiced Mastery); TwinBee 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.
Super Contra
One-hit deaths demand precise dodging and constant accurate fire
TwinBee
Dodging bullet patterns while juggling bells demands constant precision
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Super Contra
Alien waves follow fixed spawn scripts
TwinBee
Enemy waves are fully scripted arcade patterns
TwinBee leans a little harder on variance, though the gap is small.
Super Contra
Nothing random once spawn patterns are memorised
TwinBee
Bell power-up juggling adds small randomness, quickly mapped
Super Contra leans a little harder on optimization, though the gap is small.
Super Contra
Memorising spawns and weapon routes is half the run
TwinBee
Memorising wave layouts and bell routes drives high scores
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.