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
Precise jump execution across fixed levels with secrets to memorise.

Execution · Pure Mechanics
A brisk action RPG where flash-guard reflexes and party-swap execution carry fights through scripted raid and field encounters.
Super Mario World leans Execution (Pure Mechanics); Ys VIII: Lacrimosa of DANA leans Execution (Pure Mechanics).
Ys VIII: Lacrimosa of DANA leans a little harder on execution, though the gap is small.
Super Mario World
Perfect inputs trivialise every jump, spin and cape flight
Ys VIII: Lacrimosa of DANA
Flash-guard timing and fast party-swap combos reward tight inputs
Ys VIII: Lacrimosa of DANA leans a little harder on reads, though the gap is small.
Super Mario World
Scripted Koopas adapt to nothing
Ys VIII: Lacrimosa of DANA
Enemies are fully scripted; Raid defence waves follow fixed patterns
Ys VIII: Lacrimosa of DANA leans a little harder on variance, though the gap is small.
Super Mario World
Levels are fixed; nothing hidden survives one playthrough
Ys VIII: Lacrimosa of DANA
Loot from fishing and gathering adds light RNG to item acquisition
Ys VIII: Lacrimosa of DANA leans a little harder on optimization, though the gap is small.
Super Mario World
Secret exits and route knowledge add a modest solvable layer
Ys VIII: Lacrimosa of DANA
Element weakness matching and party comp planning reward systematic play
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.