Found en example where the scoring under a long cycle rule and a
super ko differs.
see http://senseis.xmp.net/?LongCycleRule
Here used definition of long cycle rule : (computer olymiad rules
3.6)
If a play recreates a previous board position then exceptionally and
immediately the game ends and is scored, based on an analysis of all
moves played since the moment just after the first occurrence until
the moment just after the last occurrence, as follows:
1. If between the two occurrences the difference in number of captured
black and white stones is not zero, then the program that captured the
most stones of the opposing colour wins the game.
2. If between the two occurrences the difference in number of captured
black and white stones is zero, then the game ends as a draw.
Here used definition of Superko rule
if a player recreates an earlier boardposition be has played an
illegal move illegal and loses.
(the example is situational)
the example, see http://senseis.xmp.net/?LongCycleRule for the board
$$B6 Example 3 A last player Win, W2 pass, W4 at WC
$$ -------------
$$ | 3 O . O O . |
$$ | 1 O O O O . |
$$ | W X X X O . |
$$ | X X . X O . |
$$ | . X . X O O |
$$ | . X . X X O |
$$ -------------
In this example the player who recreates the position wins.
W4 at WC recreates the position and because white has captured more
stones than Black (two versus one), she wins.
Under positional or situational superko rule W4 would be an illegal
move.
The best plays under the the long cycle rule would be Black 1 at B1,
White 2 pass, Black 3 at WC, white 4 at B3, a white play at B3 is
only urgent after Black 3 at WC.
(Without komi and area scoring, this would be a draw)
If another superko rule were applied B3 would be Black's best move
(after White's pass) because W4 at WC would be illegal.