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
Arcade run-and-stab timing against memorisable enemy spawn patterns.

Execution · Pure Mechanics
Precise jump execution across fixed levels with secrets to memorise.
Rush'n Attack leans Execution (Pure Mechanics); Super Mario World leans Execution (Pure Mechanics).
Rush'n Attack leans a little harder on execution, though the gap is small.
Rush'n Attack
Knife-range timing against dense spawns is the entire challenge
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.
Rush'n Attack
Soldiers spawn in fixed patterns
Super Mario World
Scripted Koopas adapt to nothing
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Rush'n Attack
Arcade waves are deterministic once learnt
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.
Rush'n Attack
Memorising spawn patterns and weapon pickups solves runs
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.