head to head
Neither is harder. They score identically on all four axes, so the difference between them is in kind, not degree.

Execution · Pure Mechanics
A memorise-and-dodge test through fixed arcade bullet patterns.

Execution · Pure Mechanics
A 3D platformer whose joy lives in tight movement and capture-driven traversal.
1941: Counter Attack leans Execution (Pure Mechanics); Super Mario Odyssey 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.
1941: Counter Attack
Weaving through bullet patterns demands sustained precise dodging
Super Mario Odyssey
Precise platforming and capture-move tech ceiling.
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
1941: Counter Attack
Enemy waves are identical scripted patterns
Super Mario Odyssey
No adaptive opponents whatsoever.
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
1941: Counter Attack
Nothing meaningful varies between credits
Super Mario Odyssey
Almost no randomness in level design.
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
1941: Counter Attack
Memorising spawns and managing power-ups defines high scores
Super Mario Odyssey
Moon routes and movement tech learnable.
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.