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
A 3D platformer whose joy lives in tight movement and capture-driven traversal.

Execution · Pure Mechanics
An arcade platform-shmup hybrid testing twitch precision over memorised stages.
Super Mario Odyssey leans Execution (Pure Mechanics); Wonder Boy III: Monster Lair leans Execution (Pure Mechanics).
Super Mario Odyssey leans a little harder on execution, though the gap is small.
Super Mario Odyssey
Precise platforming and capture-move tech ceiling.
Wonder Boy III: Monster Lair
Auto-scrolling platform-shooter demands constant jumping and firing precision
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Super Mario Odyssey
No adaptive opponents whatsoever.
Wonder Boy III: Monster Lair
Bosses and waves are fixed arcade scripts
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Super Mario Odyssey
Almost no randomness in level design.
Wonder Boy III: Monster Lair
Identical stage layouts every credit
Super Mario Odyssey leans a little harder on optimization, though the gap is small.
Super Mario Odyssey
Moon routes and movement tech learnable.
Wonder Boy III: Monster Lair
Weapon pickups and boss patterns are memorised for one-credit runs
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.