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
A traditional licensed platformer testing jump timing across fixed, memorisable levels.

Execution · Practiced Mastery
A pattern-memorisation beat 'em up with light search-and-rescue routing.
Disney's Hercules Action Game leans Execution (Practiced Mastery); Michael Jackson's Moonwalker 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.
Disney's Hercules Action Game
Herculean difficulty demands precise jumps and sword timing
Michael Jackson's Moonwalker
Dodging and dance-attack timing carry each stage
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Disney's Hercules Action Game
Enemies follow simple fixed attack scripts
Michael Jackson's Moonwalker
Enemies follow simple fixed patterns
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Disney's Hercules Action Game
Level layouts are fixed once played
Michael Jackson's Moonwalker
Child locations vary slightly per playthrough
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Disney's Hercules Action Game
Memorising level hazards and power-up locations
Michael Jackson's Moonwalker
Memorising rescue spots and enemy placements solves levels
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.