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 · Pure Mechanics
Tests twin-stick reflexes and threat triage under relentless arcade pressure.

Execution · Pure Mechanics
Brutal rhythm-violence game where perfect timing on a screaming track is all that exists.
Super Stardust Ultra leans Execution (Pure Mechanics); Thumper 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 Stardust Ultra
Twin-stick dodging through dense asteroid fields is everything
Thumper
Split-second rhythm inputs at speed are the entire test
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Super Stardust Ultra
Waves are spawned patterns, not adaptive opponents
Thumper
No opponent, only the track
Super Stardust Ultra leans a little harder on variance, though the gap is small.
Super Stardust Ultra
Spawn timing varies slightly but is quickly familiar
Thumper
Tracks are fixed and learnable
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Super Stardust Ultra
Weapon choice and multiplier management refine scores
Thumper
Memorizing patterns and scoring lines helps mastery
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.