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

Optimization · Pure Optimization
A subversive JRPG where understanding rolling HP mechanics and PSI optimization defeats its quirky scripted encounters.

Optimization · Pure Optimization
An anthology JRPG where each scenario demands distinct positioning and build optimization against scripted enemy patterns.
EarthBound leans Optimization (Pure Optimization); Live A Live leans Optimization (Pure Optimization).
Live A Live leans a little harder on execution, though the gap is small.
EarthBound
Rolling HP meter has very mild timing implication
Live A Live
Grid-based combat has mild positioning timing elements
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
EarthBound
All enemies scripted with fixed attack patterns
Live A Live
All eight scenario enemies are scripted
EarthBound leans a little harder on variance, though the gap is small.
EarthBound
PSI randomness, enemy attack variety, and encounter triggers add unpredictability
Live A Live
Ambush and battle position randomness affect some chapter outcomes
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
EarthBound
Status effects, rolling HP strategy, and Franklin Badge usage are solvable
Live A Live
Chapter-specific unit builds and grid positioning form the solvable core
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.