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
A fast arcade rail-shooter testing reflexes through surreal scrolling stages.
Donkey Kong Junior leans Execution (Pure Mechanics); Space Harrier II 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
Space Harrier II
reflex dodging in fast rail-shooter
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
Space Harrier II
fixed enemy patterns, no adaptation
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
Space Harrier II
minimal 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
Space Harrier II
little beyond memorizing enemy waves
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.