head to head
Half-Life 2: Deathmatch asks more than Super Mario World, and the gap is reads.

Execution · Pure Mechanics
Tests twitch aim and physics-prop improvisation against human opponents.

Execution · Pure Mechanics
Precise jump execution across fixed levels with secrets to memorise.
Half-Life 2: Deathmatch leans Execution (Pure Mechanics); Super Mario World leans Execution (Pure Mechanics).
Half-Life 2: Deathmatch leans a little harder on execution, though the gap is small.
Half-Life 2: Deathmatch
Aim, movement and gravity-gun catches decide every duel
Super Mario World
Perfect inputs trivialise every jump, spin and cape flight
Half-Life 2: Deathmatch leans clearly harder on reads.
Half-Life 2: Deathmatch
Predicting human spawns, dodges and prop throws matters constantly
Super Mario World
Scripted Koopas adapt to nothing
Half-Life 2: Deathmatch leans a little harder on variance, though the gap is small.
Half-Life 2: Deathmatch
Physics props add minor situational chaos
Super Mario World
Levels are fixed; nothing hidden survives one playthrough
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Half-Life 2: Deathmatch
Weapon spawns and map control are learnable layers
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.