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
Motion-controlled WarioWare where you snap the remote into poses to clear five-second microgames.
Super Mario Maker leans Execution (Pure Mechanics); WarioWare: Smooth Moves leans Execution (Pure Mechanics).
Super Mario Maker leans a little harder on execution, though the gap is small.
Super Mario Maker
Community kaizo levels push platforming precision to extremes
WarioWare: Smooth Moves
Instant motion-pose changes and gesture accuracy under pressure
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
WarioWare: Smooth Moves
No adaptive opposition, just scripted prompts
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
WarioWare: Smooth Moves
Random microgame draws keep each run unpredictable
Super Mario Maker leans a little harder on optimization, though the gap is small.
Super Mario Maker
Mastering tool tech and level conventions is learnable
WarioWare: Smooth Moves
Learning every form and microgame solution converges
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.