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

Execution · Pure Mechanics
An intense bullet-dense shoot-em-up testing reflexes and dodging precision.

Execution · Pure Mechanics
Player-made platforming gauntlets where precision execution meets unseen level design.
Summer Carnival '92: Recca leans Execution (Pure Mechanics); Super Mario Maker leans Execution (Pure Mechanics).
Summer Carnival '92: Recca leans a little harder on execution, though the gap is small.
Summer Carnival '92: Recca
Extreme bullet density makes dodging and aim 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.
Summer Carnival '92: Recca
Enemies follow scripted patterns
Super Mario Maker
Levels are static once built; nothing adapts
Super Mario Maker leans a little harder on variance, though the gap is small.
Summer Carnival '92: Recca
Patterns are fixed once learned
Super Mario Maker
Unknown user levels are hidden information until attempted
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Summer Carnival '92: Recca
Weapon selection and route memorization aid survival
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.