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

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

Execution · Pure Mechanics
A rail shooter about fast aiming through scripted Star Wars set-pieces.
Donkey Kong Junior leans Execution (Pure Mechanics); Star Wars Trilogy Arcade 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
Star Wars Trilogy Arcade
Fast aiming and reflexes on rails define scoring
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
Star Wars Trilogy Arcade
Enemies appear on fixed scripts, 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
Star Wars Trilogy Arcade
Deterministic enemy waves once learned
Star Wars Trilogy Arcade leans a little harder on optimization, though the gap is small.
Donkey Kong Junior
minimal route memorization needed
Star Wars Trilogy Arcade
Memorizing wave patterns improves performance modestly
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.