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
An early arcade climber demanding tight, repeatable jump execution.

Execution · Pure Mechanics
Nintendo's minigame rhythm collection where everything reduces to feeling the beat exactly.
Donkey Kong Junior leans Execution (Pure Mechanics); Rhythm Heaven Fever 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
Rhythm Heaven Fever
Strict beat-perfect timing windows across minigames
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 Fever
Scripted rhythm patterns only
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 Fever
Minor visual fakeouts, audio is fully fixed
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 Fever
Little to plan, internalize the beat and go
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.