head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is optimization, and it is a single point.

Execution · Pure Mechanics
An NES run-and-gun testing reflex dodging through memorised enemy gauntlets.

Execution · Pure Mechanics
A 3D platformer whose joy lives in tight movement and capture-driven traversal.
Contra Force 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.
Contra Force
Run-and-gun dodging through bullet-heavy NES stages
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.
Contra Force
Terrorist enemies spawn on fixed scripts
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.
Contra Force
Stage layouts never change
Super Mario Odyssey
Almost no randomness in level design.
Super Mario Odyssey leans a little harder on optimization, though the gap is small.
Contra Force
Character selection and power-up routing help modestly
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.