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
Mastering the double-barrel shotgun's rhythm while navigating scripted enemy ambushes across dense urban maps.

Execution · Pure Mechanics
Player-made platforming gauntlets where precision execution meets unseen level design.
Doom II: Hell on Earth 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 II: Hell on Earth
Super Shotgun and movement timing demand precise motor execution
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 II: Hell on Earth
All enemies are scripted; no opponent models the player
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 II: Hell on Earth
Ambush placements are hidden until triggered on first run
Super Mario Maker
Unknown user levels are hidden information until attempted
Doom II: Hell on Earth leans a little harder on optimization, though the gap is small.
Doom II: Hell on Earth
Learning enemy placement and resource routes reduces every encounter
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.