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.

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

Execution · Practiced Mastery
Movement execution and route optimisation through a fixed, mappable planet.
Katana ZERO leans Execution (Practiced Mastery); Super Metroid leans Execution (Practiced Mastery).
Katana ZERO leans a little harder on execution, though the gap is small.
Katana ZERO
One-hit-death slashing and deflects demand precision
Super Metroid
Wall-jumps, shinesparks and boss dodges demand precise 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
Super Metroid
Bosses cycle fixed patterns, never adapting
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Katana ZERO
Rooms are identical on every attempt
Super Metroid
Item and route knowledge is fixed once discovered
Super Metroid leans a little harder on optimization, though the gap is small.
Katana ZERO
Planning the perfect room-clear sequence
Super Metroid
Sequence-breaking route optimisation is the enduring meta-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.