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

Execution · Pure Mechanics
An early arcade climber demanding tight, repeatable jump execution.

Execution · Pure Mechanics
A one-tap reflex test of threading a bouncing ball through rotating gaps.
Donkey Kong Junior leans Execution (Pure Mechanics); Helix Jump leans Execution (Pure Mechanics).
Donkey Kong Junior leans a little harder on execution, though the gap is small.
Donkey Kong Junior
precise vine-climbing and jump timing
Helix Jump
Perfect tap timing through gaps is the entire game
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Donkey Kong Junior
enemies follow fixed patrol patterns
Helix Jump
No opponent of any kind
Helix Jump leans a little harder on variance, though the gap is small.
Donkey Kong Junior
minor enemy timing variance
Helix Jump
Tower layouts vary slightly but patterns repeat quickly
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Donkey Kong Junior
minimal route memorization needed
Helix Jump
Almost nothing to plan beyond keeping the ball falling
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.