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

Execution · Practiced Mastery
Demolition puzzling that tests vehicle handling and route optimisation against a moving deadline.

Execution · Practiced Mastery
Movement execution and route optimisation through a fixed, mappable planet.
Blast Corps leans Execution (Practiced Mastery); Super Metroid leans Execution (Practiced Mastery).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Blast Corps
Wrangling awkward demolition vehicles under timers takes real control
Super Metroid
Wall-jumps, shinesparks and boss dodges demand precise inputs
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Blast Corps
No opponent - just a relentless missile carrier
Super Metroid
Bosses cycle fixed patterns, never adapting
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Blast Corps
Levels and carrier routes are fully fixed
Super Metroid
Item and route knowledge is fixed once discovered
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Blast Corps
Finding the optimal demolition order is the puzzle core
Super Metroid
Sequence-breaking route optimisation is the enduring meta-game
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.