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

Execution · Practiced Mastery
A neo-noir one-hit-kill action platformer about planning and replaying perfect assassinations.

Execution · Practiced Mastery
Tight platforming execution against fixed boss patterns with a solvable upgrade route.
Katana ZERO leans Execution (Practiced Mastery); Mega Man X3 leans Execution (Practiced Mastery).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Katana ZERO
One-hit-death slashing and deflects demand precision
Mega Man X3
Dash-jump precision and boss dodging demand tight inputs
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Katana ZERO
Enemies follow fixed placements and behaviours
Mega Man X3
Mavericks cycle fixed attack patterns
Katana ZERO leans a little harder on variance, though the gap is small.
Katana ZERO
Rooms are identical on every attempt
Mega Man X3
Nothing random - every pickup and enemy is placed
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Katana ZERO
Planning the perfect room-clear sequence
Mega Man X3
Weapon-order and upgrade routing is a known solved sequence
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.