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
An arcade test of jump timing and enemy-flipping precision on a single screen.

Execution · Pure Mechanics
A twin-stick arena shooter testing reflexes and positioning for high scores.
Mario Bros. leans Execution (Pure Mechanics); We Are Doomed leans Execution (Pure Mechanics).
We Are Doomed leans a little harder on execution, though the gap is small.
Mario Bros.
Precise jumps and bump timing under crowding enemies decide survival
We Are Doomed
Twin-stick dodging and aiming under swarms demand reflexes
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Mario Bros.
Versus mode adds light human interference, enemies are scripted
We Are Doomed
Enemies spawn on scripts, nothing adapting to you
We Are Doomed leans a little harder on variance, though the gap is small.
Mario Bros.
Enemy spawns vary slightly but patterns are quickly learned
We Are Doomed
Spawn placement adds modest randomness
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Mario Bros.
POW block usage and enemy routing have known best lines
We Are Doomed
Positioning and beam-charge timing reward score 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.