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
Minimalist rhythm minigame collection demanding near-perfect beat timing.
Donkey Kong Junior leans Execution (Pure Mechanics); Rhythm Heaven leans Execution (Pure Mechanics).
Rhythm Heaven leans a little harder on execution, though the gap is small.
Donkey Kong Junior
precise vine-climbing and jump timing
Rhythm Heaven
Pure timing precision against audio cues.
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
Rhythm Heaven
No opponent exists.
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Donkey Kong Junior
minor enemy timing variance
Rhythm Heaven
Cue patterns are fixed once heard.
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
Rhythm Heaven
Learning each minigame's rhythm is shallow and quick.
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.