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
A test of fast, precise shooting and map navigation against scripted but relentless enemies.

Execution · Pure Mechanics
Player-made platforming gauntlets where precision execution meets unseen level design.
Doom (1993) leans Execution (Pure Mechanics); Super Mario Maker 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.
Doom (1993)
Precise movement and shooting against relentless enemy pressure
Super Mario Maker
Community kaizo levels push platforming precision to extremes
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Doom (1993)
Enemies follow scripted patrol and attack patterns, not adaptive
Super Mario Maker
Levels are static once built; nothing adapts
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Doom (1993)
Enemy placement is fixed but unknown on first run through levels
Super Mario Maker
Unknown user levels are hidden information until attempted
Doom (1993) leans a little harder on optimization, though the gap is small.
Doom (1993)
Level routing and resource management determine survival efficiency
Super Mario Maker
Mastering tool tech and level conventions is learnable
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.