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
The third SNES Country game sends Dixie and Kiddy across a gadget-filled northern wilderness.

Execution · Practiced Mastery
A test of 3D movement control with a deep routing layer underneath.
Donkey Kong Country 3: Dixie Kong's Double Trouble! 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.
Donkey Kong Country 3: Dixie Kong's Double Trouble!
Tight gimmick stages and barrel timing punish sloppiness
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.
Donkey Kong Country 3: Dixie Kong's Double Trouble!
Everything follows fixed patterns
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.
Donkey Kong Country 3: Dixie Kong's Double Trouble!
Bonus barrels hidden but static
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.
Donkey Kong Country 3: Dixie Kong's Double Trouble!
DK coins, banana birds, and 103% routing
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.