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SUPER METROID / COLLECTIBLES

Collectibles and completion

Optional discoveries, useful collections and completion goals in Super Metroid.

Spoiler notice: This guide discusses story progression or late-game content.

Edition covered

Original SNES game; randomizers and ROM hacks are outside this guide.

01

Energy and ammunition

Track Energy Tanks, Reserve Tanks and ammunition expansions as well as major abilities. The ending’s item percentage is not just a count of bosses defeated.

02

Ability-gated secrets

Return to old rooms after gaining movement tools. A suspicious wall or passage can become accessible without the map itself changing.

03

Completion route

Separate item hunting from a fast clear. Exploring thoroughly and minimising time are different goals, and collecting an item may require a detour even when the next boss is accessible.

FIELD NOTE

Use the edition note above when comparing a checklist with another release. Story completion, collecting and platform achievements are separate goals.