head to head
Silent Hill: The Arcade asks more than Super Mario World, and the gap is variance.

Execution · Pure Mechanics
A rail light-gun shooter testing aim and reaction against scripted horrors.

Execution · Pure Mechanics
Precise jump execution across fixed levels with secrets to memorise.
Silent Hill: The Arcade leans Execution (Pure Mechanics); Super Mario World leans Execution (Pure Mechanics).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Silent Hill: The Arcade
Light-gun aiming and reaction speed are core
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.
Silent Hill: The Arcade
Enemies appear on fixed rails, not adaptive
Super Mario World
Scripted Koopas adapt to nothing
Silent Hill: The Arcade leans clearly harder on variance.
Silent Hill: The Arcade
Some enemy spawn variation adds 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.
Silent Hill: The Arcade
Learning enemy spawn spots rewards memorization
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.