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
An indie love letter to arcade flight combat with relentless missile-dodging dogfights.

Execution · Practiced Mastery
A test of 3D movement control with a deep routing layer underneath.
Project Wingman leans Execution (Practiced Mastery); Super Mario 64 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.
Project Wingman
Dense missile spam demands constant evasive flying and aim.
Super Mario 64
Perfect analog inputs trivialise precise jumps, dives and wall-kicks
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Project Wingman
Enemy aces are scripted set pieces.
Super Mario 64
Solo platformer - no adaptive opponent anywhere
Project Wingman leans a little harder on variance, though the gap is small.
Project Wingman
Fixed missions; conquest mode adds light randomness.
Super Mario 64
Star locations and level layouts are fixed once seen
Project Wingman leans a little harder on optimization, though the gap is small.
Project Wingman
Loadout choice and learned mission flow decide harder difficulties.
Super Mario 64
Star routing and movement tech form a deep solvable 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.