head to head
Unreal Tournament (1999) asks more than Super Mario Odyssey, and the gap is reads.

Execution · Pure Mechanics
A 3D platformer whose joy lives in tight movement and capture-driven traversal.

Execution · Pure Mechanics
High-speed aim and movement dominance against human opponents fighting for weapon and map control.
Super Mario Odyssey leans Execution (Pure Mechanics); Unreal Tournament (1999) leans Execution (Pure Mechanics).
Unreal Tournament (1999) leans a little harder on execution, though the gap is small.
Super Mario Odyssey
Precise platforming and capture-move tech ceiling.
Unreal Tournament (1999)
Shock combo and flak cannon timing demand peak motor precision
Unreal Tournament (1999) leans clearly harder on reads.
Super Mario Odyssey
No adaptive opponents whatsoever.
Unreal Tournament (1999)
Human opponents continuously adapt routes and engagement choices
Unreal Tournament (1999) leans a little harder on variance, though the gap is small.
Super Mario Odyssey
Almost no randomness in level design.
Unreal Tournament (1999)
Map spawns are minor; most information is visible or predictable
Super Mario Odyssey leans a little harder on optimization, though the gap is small.
Super Mario Odyssey
Moon routes and movement tech learnable.
Unreal Tournament (1999)
Weapon prioritisation and map control are learnable but secondary
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.