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

Execution · Pure Mechanics
Old-school platforming execution through short, fixed western levels.

Execution · Practiced Mastery
A test of 3D movement control with a deep routing layer underneath.
Gunman Clive leans Execution (Pure Mechanics); Super Mario 64 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.
Gunman Clive
Tight jumps and duck-shoot timing carry all sixteen levels
Super Mario 64
Perfect analog inputs trivialise precise jumps, dives and wall-kicks
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Gunman Clive
Bandits and bosses run fixed patterns
Super Mario 64
Solo platformer - no adaptive opponent anywhere
Super Mario 64 leans a little harder on variance, though the gap is small.
Gunman Clive
Levels never change between attempts
Super Mario 64
Star locations and level layouts are fixed once seen
Super Mario 64 leans a little harder on optimization, though the gap is small.
Gunman Clive
Boss pattern learning and weapon upgrades round out clears
Super Mario 64
Star routing and movement tech form a deep 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.