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
A high-intensity twin-stick shooter testing sustained aim and combo-chain routing.

Execution · Pure Mechanics
Precise jump execution across fixed levels with secrets to memorise.
Assault Android Cactus leans Execution (Pure Mechanics); Super Mario World leans Execution (Pure Mechanics).
Assault Android Cactus leans a little harder on execution, though the gap is small.
Assault Android Cactus
Screen-filling enemy waves demand constant twin-stick precision
Super Mario World
Perfect inputs trivialise every jump, spin and cape flight
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Assault Android Cactus
Robot waves spawn on fixed scripts
Super Mario World
Scripted Koopas adapt to nothing
Assault Android Cactus leans a little harder on variance, though the gap is small.
Assault Android Cactus
Power-up drops add minor run-to-run noise
Super Mario World
Levels are fixed; nothing hidden survives one playthrough
Assault Android Cactus leans a little harder on optimization, though the gap is small.
Assault Android Cactus
Combo chains and battery routing are learnable scoring systems
Super Mario World
Secret exits and route knowledge add a modest solvable layer
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.