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 · Practiced Mastery
Movement execution and route optimisation through a fixed, mappable planet.

Execution · Practiced Mastery
A Capcom side-scrolling shoot-em-up with a shop economy between missions.
Super Metroid leans Execution (Practiced Mastery); U.N. Squadron leans Execution (Practiced Mastery).
U.N. Squadron leans a little harder on execution, though the gap is small.
Super Metroid
Wall-jumps, shinesparks and boss dodges demand precise inputs
U.N. Squadron
Dodging dense fire and boss patterns is the test
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Super Metroid
Bosses cycle fixed patterns, never adapting
U.N. Squadron
Enemy waves are fully scripted
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Super Metroid
Item and route knowledge is fixed once discovered
U.N. Squadron
Deterministic stages once memorized
Super Metroid leans a little harder on optimization, though the gap is small.
Super Metroid
Sequence-breaking route optimisation is the enduring meta-game
U.N. Squadron
Shop purchases, pilot choice, and pattern routes
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.