head to head
Montaro : RE asks more than Donkey Kong Junior, and the gap is variance.

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

Execution · Pure Mechanics
A comedic reflex platformer testing jump timing against fast obstacles.
Donkey Kong Junior leans Execution (Pure Mechanics); Montaro : RE 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 Junior
precise vine-climbing and jump timing
Montaro : RE
Reflex jumping and timing carry this runner-platformer
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
Montaro : RE
No adaptive opponent in a solo arcade game
Montaro : RE leans clearly harder on variance.
Donkey Kong Junior
minor enemy timing variance
Montaro : RE
Some procedural obstacles add randomness
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
Montaro : RE
Little to solve beyond reacting to obstacles
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.