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 · Practiced Mastery
A classic arcade Star Wars flight shooter where gold medals demand clean, fast, memorized runs.

Execution · Practiced Mastery
Movement execution and route optimisation through a fixed, mappable planet.
Star Wars: Rogue Squadron leans Execution (Practiced Mastery); Super Metroid 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.
Star Wars: Rogue Squadron
Tight flying and precise blaster aim drive medal runs.
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.
Star Wars: Rogue Squadron
TIE fighters follow fixed flight scripts.
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.
Star Wars: Rogue Squadron
Missions are entirely fixed and rememberable.
Super Metroid
Item and route knowledge is fixed once discovered
Super Metroid leans a little harder on optimization, though the gap is small.
Star Wars: Rogue Squadron
Gold-medal criteria reward optimized routes and target priorities.
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.