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

Optimization · Practiced Mastery
Planning guerilla engagements against patrolling machines with component weak points.

Optimization · Practiced Mastery
The 1986 original that defined exploration-driven, secret-riddled platforming.
Generation Zero leans Optimization (Practiced Mastery); Metroid leans Optimization (Practiced Mastery).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Generation Zero
Aiming at weak points and repositioning needs steady hands
Metroid
stiff NES jumps and tough enemy contact
Generation Zero leans a little harder on reads, though the gap is small.
Generation Zero
Machines follow sensor-driven routines, not adaptive modelling
Metroid
creatures follow fixed movement
Generation Zero leans a little harder on variance, though the gap is small.
Generation Zero
Patrol positions and loot are unknown until scouted
Metroid
unmarked secrets and bombable blocks hide the map
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Generation Zero
Loadout building and guerilla engagement planning carry fights
Metroid
route and item knowledge transforms the game
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.