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 · Pure Mechanics
Pure jump timing over fully fixed, memorisable levels.
Katana ZERO leans Execution (Practiced Mastery); Super Mario Bros. 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.
Katana ZERO
One-hit-death slashing and deflects demand precision
Super Mario Bros.
Perfect inputs trivialise momentum jumps over fixed hazards
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
Super Mario Bros.
Goombas walk left forever - nothing to predict
Katana ZERO leans a little harder on variance, though the gap is small.
Katana ZERO
Rooms are identical on every attempt
Super Mario Bros.
Every level is identical on every run
Katana ZERO leans a little harder on optimization, though the gap is small.
Katana ZERO
Planning the perfect room-clear sequence
Super Mario Bros.
Level memorisation and warp routing are fully solvable
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.