head to head
Neither is harder. They score identically on all four axes, so the difference between them is in kind, not degree.

Execution · Pure Mechanics
Retro Studios' notoriously tough revival of Donkey Kong Country with relentless set-piece levels.

Execution · Pure Mechanics
A tilt-balance action game testing fine motor control rolling a ball through fixed stages.
Donkey Kong Country Returns leans Execution (Pure Mechanics); Super Monkey Ball Touch & Roll 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.
Donkey Kong Country Returns
Demanding rocket-barrel and mine-cart sections, strict timing
Super Monkey Ball Touch & Roll
Tilting the stage to balance the ball demands fine control
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Donkey Kong Country Returns
Scripted hazards, no adaptation
Super Monkey Ball Touch & Roll
No adaptive opponent in the rolling puzzles
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Donkey Kong Country Returns
Hidden puzzle pieces, fixed once found
Super Monkey Ball Touch & Roll
Stages are fixed, nothing random
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Donkey Kong Country Returns
KONG letters and time attack routes are learnable
Super Monkey Ball Touch & Roll
Learning optimal lines and shortcuts through stages is the meta
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.