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
Player-made platforming gauntlets where precision execution meets unseen level design.

Execution · Pure Mechanics
Tests twin-stick reflexes and threat triage under relentless arcade pressure.
Super Mario Maker leans Execution (Pure Mechanics); Super Stardust Ultra leans Execution (Pure Mechanics).
Super Stardust Ultra leans a little harder on execution, though the gap is small.
Super Mario Maker
Community kaizo levels push platforming precision to extremes
Super Stardust Ultra
Twin-stick dodging through dense asteroid fields is everything
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Super Mario Maker
Levels are static once built; nothing adapts
Super Stardust Ultra
Waves are spawned patterns, not adaptive opponents
Super Mario Maker leans a little harder on variance, though the gap is small.
Super Mario Maker
Unknown user levels are hidden information until attempted
Super Stardust Ultra
Spawn timing varies slightly but is quickly familiar
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Super Mario Maker
Mastering tool tech and level conventions is learnable
Super Stardust Ultra
Weapon choice and multiplier management refine scores
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.