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
Tests twin-stick dodging reflexes against bullet swarms generated by your music.

Execution · Pure Mechanics
Player-made platforming gauntlets where precision execution meets unseen level design.
Beat Hazard leans Execution (Pure Mechanics); Super Mario Maker leans Execution (Pure Mechanics).
Super Mario Maker leans a little harder on execution, though the gap is small.
Beat Hazard
Twin-stick dodging through music-driven bullet swarms
Super Mario Maker
Community kaizo levels push platforming precision to extremes
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Beat Hazard
No opponent, just spawned waves
Super Mario Maker
Levels are static once built; nothing adapts
Beat Hazard leans a little harder on variance, though the gap is small.
Beat Hazard
Your music library randomises spawn intensity unpredictably
Super Mario Maker
Unknown user levels are hidden information until attempted
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Beat Hazard
Perk loadouts and track choice are tunable for score
Super Mario Maker
Mastering tool tech and level conventions is 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.