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

Execution · Pure Mechanics
A hand-animated revival of Rayman's 2D platforming.

Execution · Pure Mechanics
An arcade platform-shmup hybrid testing twitch precision over memorised stages.
Rayman Origins leans Execution (Pure Mechanics); Wonder Boy III: Monster Lair 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.
Rayman Origins
Fluid run-jump-glide chains
Wonder Boy III: Monster Lair
Auto-scrolling platform-shooter demands constant jumping and firing precision
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Rayman Origins
Scripted enemies
Wonder Boy III: Monster Lair
Bosses and waves are fixed arcade scripts
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Rayman Origins
Deterministic levels
Wonder Boy III: Monster Lair
Identical stage layouts every credit
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Rayman Origins
Lum routing for perfection
Wonder Boy III: Monster Lair
Weapon pickups and boss patterns are memorised for one-credit runs
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.