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
Deliberate retro platform execution with character-swap route planning.

Execution · Practiced Mastery
A test of 3D movement control with a deep routing layer underneath.
Bloodstained: Curse of the Moon leans Execution (Practiced Mastery); Super Mario 64 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.
Bloodstained: Curse of the Moon
Stiff retro jumps and boss dodges demand committed inputs
Super Mario 64
Perfect analog inputs trivialise precise jumps, dives and wall-kicks
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Bloodstained: Curse of the Moon
Bosses telegraph from strictly fixed scripts
Super Mario 64
Solo platformer - no adaptive opponent anywhere
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Bloodstained: Curse of the Moon
Levels are deterministic on every run
Super Mario 64
Star locations and level layouts are fixed once seen
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Bloodstained: Curse of the Moon
Character-swap routing and branch choices reward planning
Super Mario 64
Star routing and movement tech form a deep solvable layer
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.