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

Execution · Practiced Mastery
Mario's compact Game Boy debut with odd physics, shooter stages, and Sarasaland instead of the Mushroom Kingdom.

Execution · Practiced Mastery
A classic adventure game blending precise platforming with environmental puzzle-solving.
Super Mario Land leans Execution (Practiced Mastery); Tomb Raider III: Adventures of Lara Croft 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.
Super Mario Land
Tiny screen and slippery physics demand careful jumps
Tomb Raider III: Adventures of Lara Croft
precise platforming and aim required
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Super Mario Land
Fully scripted patterns
Tomb Raider III: Adventures of Lara Croft
scripted enemies, no adaptation
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Super Mario Land
Minor secret rooms, quickly mapped
Tomb Raider III: Adventures of Lara Croft
minimal randomness
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Super Mario Land
Short levels with simple optimal routes
Tomb Raider III: Adventures of Lara Croft
exploration routes and puzzles solvable
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.