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
Precise jump execution across fixed levels with secrets to memorise.

Execution · Pure Mechanics
Light-gun reflex shooting that converges to memorized spawn choreography.
Super Mario World leans Execution (Pure Mechanics); Time Crisis 4 leans Execution (Pure Mechanics).
Time Crisis 4 leans a little harder on execution, though the gap is small.
Super Mario World
Perfect inputs trivialise every jump, spin and cape flight
Time Crisis 4
Snap aim and cover-pedal timing decide every section
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Super Mario World
Scripted Koopas adapt to nothing
Time Crisis 4
Enemy waves are fully scripted set-pieces
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Super Mario World
Levels are fixed; nothing hidden survives one playthrough
Time Crisis 4
Spawns are fixed after one credit
Time Crisis 4 leans a little harder on optimization, though the gap is small.
Super Mario World
Secret exits and route knowledge add a modest solvable layer
Time Crisis 4
Memorizing spawn order is how scores climb
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.