head to head
Neither is harder. They score identically on all four axes, so the difference between them is in kind, not degree.

Execution · Practiced Mastery
Remake of the original Metroid with modern movement and a stealth epilogue.

Execution · Practiced Mastery
Piloting skill plus careful fuel and ammo routing across scripted missions.
Metroid: Zero Mission leans Execution (Practiced Mastery); Nuclear Strike 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.
Metroid: Zero Mission
polished 2D movement plus a stealth finale
Nuclear Strike
Helicopter piloting and aimed strafing under fire demand steady hands
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Metroid: Zero Mission
enemies and pirates are scripted
Nuclear Strike
Enemy emplacements follow fixed scripts
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Metroid: Zero Mission
hidden passages unknown only once
Nuclear Strike
Map layouts are unknown on first pass only
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Metroid: Zero Mission
sequence breaks and route optimization are celebrated
Nuclear Strike
Managing fuel, ammo and mission routing is the real layer
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.