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

Execution · Practiced Mastery
Planning a clean route through each level, then executing it without a single mistake.

Execution · Practiced Mastery
Movement execution and route optimisation through a fixed, mappable planet.
Deadbolt 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.
Deadbolt
One-hit deaths demand precise shots and clean movement
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.
Deadbolt
Undead follow patrol scripts, never modelling the player
Super Metroid
Bosses cycle fixed patterns, never adapting
Deadbolt leans a little harder on variance, though the gap is small.
Deadbolt
Enemy placements are mostly fixed with minor behavioural noise
Super Metroid
Item and route knowledge is fixed once discovered
Super Metroid leans a little harder on optimization, though the gap is small.
Deadbolt
Planning entry routes and kill order is half the level
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.