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

Execution · Pure Mechanics
Raw arcade reflexes against accelerating swarms with mild spawn randomness.

Execution · Pure Mechanics
Player-made platforming gauntlets where precision execution meets unseen level design.
Millipede leans Execution (Pure Mechanics); Super Mario Maker 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.
Millipede
Trackball precision under swarming pressure is everything
Super Mario Maker
Community kaizo levels push platforming precision to extremes
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Millipede
Enemies follow fixed movement rules
Super Mario Maker
Levels are static once built; nothing adapts
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Millipede
Spawn waves and DDT timing vary run to run
Super Mario Maker
Unknown user levels are hidden information until attempted
Super Mario Maker leans a little harder on optimization, though the gap is small.
Millipede
Mushroom-field management is a thin strategic layer
Super Mario Maker
Mastering tool tech and level conventions is learnable
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.