head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is optimization, and it is a single point.

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

Execution · Practiced Mastery
GBA platformer where Wario smashes through puzzle levels and races escape timers for treasure.
Super Metroid leans Execution (Practiced Mastery); Wario Land 4 leans Execution (Practiced Mastery).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Super Metroid
Wall-jumps, shinesparks and boss dodges demand precise inputs
Wario Land 4
Frantic escape sequences demand tight platforming under timers
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
Wario Land 4
Fixed scripted levels with no adaptive opposition
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
Wario Land 4
Layouts fixed; only first-run secret discovery
Super Metroid leans a little harder on optimization, though the gap is small.
Super Metroid
Sequence-breaking route optimisation is the enduring meta-game
Wario Land 4
Treasure routing and frog-switch timing reward planning
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.