head to head
We Are Doomed asks more than Super Mario World, and the gap is variance.

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

Execution · Pure Mechanics
A twin-stick arena shooter testing reflexes and positioning for high scores.
Super Mario World leans Execution (Pure Mechanics); We Are Doomed leans Execution (Pure Mechanics).
We Are Doomed leans a little harder on execution, though the gap is small.
Super Mario World
Perfect inputs trivialise every jump, spin and cape flight
We Are Doomed
Twin-stick dodging and aiming under swarms demand reflexes
We Are Doomed leans a little harder on reads, though the gap is small.
Super Mario World
Scripted Koopas adapt to nothing
We Are Doomed
Enemies spawn on scripts, nothing adapting to you
We Are Doomed leans clearly harder on variance.
Super Mario World
Levels are fixed; nothing hidden survives one playthrough
We Are Doomed
Spawn placement adds modest randomness
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Super Mario World
Secret exits and route knowledge add a modest solvable layer
We Are Doomed
Positioning and beam-charge timing reward score planning
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.