>>11942156
Samus has a much longer range of attack and a much larger attack hitbox (after a single upgrade). It's much easier to hit enemies in a 2D plane because there is less need to line up your attack, they are already in line with you by default outside of small, mobile enemies. And again, you don't even need to engage with them at all, because they deal extremely low damage and the game absolutely showers you in health drops.
ALTTP meanwhile has much more more, smaller, nimble enemies combined with a short range attack with a much smaller hitbox, and hazards are actually dangerous and can significantly chunk your health. Enemies also drop health a lot less frequently, and respawned enemies do not drop health.
>Metroid is easier to die in because health isn't in grass or pots and you can't walk around every non boss enemy
dude, we're talking about the fucking DUNGEONS. The challenge is that it's a long, complex labyrinth from one end to the other and you have to maintain your health bar that entire time against enemies and hazards that actually hit hard with sparse health drops. If you get lost or mess up, enemies will respawn except this time without any health drops. The overworld doesn't matter nearly as much and that is mostly just for exploration, but even then, it's actually similar to Super Metroid except much less egregious since there are much more enemies, enemies hit much harder and farming HP is not as easy.
Even if you don't think ALTTP is difficult (I think it's more in-line with NES difficulty than SNES), the point is you still have to actually engage with the game, pay attention, take things slow, respect enemies, know your spacing, learn dungeon layout routing, etc. It's an actual fucking video game in other words.
In Super Metroid, none of that is true. It's near impossible to die unless you deliberately stand there for minutes on end. 98% of the game might as well just be a walking sim, a long cutscene.