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
Compile's mecha vertical shmup for the Genesis, famed for speed and configurable option pods.

Execution · Practiced Mastery
Movement execution and route optimisation through a fixed, mappable planet.
M.U.S.H.A. leans Execution (Practiced Mastery); Super Metroid leans Execution (Practiced Mastery).
M.U.S.H.A. leans a little harder on execution, though the gap is small.
M.U.S.H.A.
Fast vertical dodging through dense fire tests the hands.
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.
M.U.S.H.A.
Enemies follow fixed choreography.
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.
M.U.S.H.A.
Stages are fixed and memorisable.
Super Metroid
Item and route knowledge is fixed once discovered
Super Metroid leans a little harder on optimization, though the gap is small.
M.U.S.H.A.
Option formations and weapon choice reward system mastery.
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.