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
A fast tube shooter testing reflexes and target prioritization at high speed.
Super Mario Maker leans Execution (Pure Mechanics); Tempest 4000 leans Execution (Pure Mechanics).
Tempest 4000 leans a little harder on execution, though the gap is small.
Super Mario Maker
Community kaizo levels push platforming precision to extremes
Tempest 4000
Rapid-fire reflexes and tube movement decide survival
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
Tempest 4000
Enemies follow scripted-random spawns, not adapting
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Super Mario Maker
Unknown user levels are hidden information until attempted
Tempest 4000
Enemy spawn patterns add measured chaos
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
Tempest 4000
Power-up timing and lane prioritization optimize score
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.