head to head
Unreal Tournament 2004 asks more than Super Mario World, and the gap is reads.

Execution · Pure Mechanics
Precise jump execution across fixed levels with secrets to memorise.

Execution · Pure Mechanics
A fast arena shooter where raw aim and movement meet item-control strategy.
Super Mario World leans Execution (Pure Mechanics); Unreal Tournament 2004 leans Execution (Pure Mechanics).
Unreal Tournament 2004 leans clearly harder on execution.
Super Mario World
Perfect inputs trivialise every jump, spin and cape flight
Unreal Tournament 2004
Aimbot plus perfect dodging trivializes arena duels
Unreal Tournament 2004 leans clearly harder on reads.
Super Mario World
Scripted Koopas adapt to nothing
Unreal Tournament 2004
Predicting human movement and timing in duels matters
Unreal Tournament 2004 leans a little harder on variance, though the gap is small.
Super Mario World
Levels are fixed; nothing hidden survives one playthrough
Unreal Tournament 2004
Spawns and item timers are knowable, little hidden
Unreal Tournament 2004 leans a little harder on optimization, though the gap is small.
Super Mario World
Secret exits and route knowledge add a modest solvable layer
Unreal Tournament 2004
Item timing, map control, and weapon economy are studied
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.