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

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

Execution · Practiced Mastery
The notoriously demanding side-scrolling Zelda built on tight sword duels and RPG levelling.
Super Metroid leans Execution (Practiced Mastery); Zelda II: The Adventure of Link 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
Zelda II: The Adventure of Link
Precise sword spacing, shield stabs, brutal platforming
Zelda II: The Adventure of Link leans a little harder on reads, though the gap is small.
Super Metroid
Bosses cycle fixed patterns, never adapting
Zelda II: The Adventure of Link
Ironknuckles feint but follow fixed logic
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
Zelda II: The Adventure of Link
Layouts fixed, little hidden randomness
Super Metroid leans a little harder on optimization, though the gap is small.
Super Metroid
Sequence-breaking route optimisation is the enduring meta-game
Zelda II: The Adventure of Link
XP routing, spell use, palace order 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.