SUPER METROID / COLLECTIBLES
Collectibles and completion
Optional discoveries, useful collections and completion goals in Super Metroid.
Story and late-game spoilers.
Edition covered
Original SNES game; randomizers and ROM hacks are outside this guide.
3 items · one picture per entry · open a picture for full size.
Item directory

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.

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

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.
Quick notes
- An expansion can need a neighbouring entrance. A visible tank is not always reached through the nearest wall.
- Choose collection percentage or time as the run’s goal. The completion screen recognises more than one aspect of play, and a route designed to finish quickly can omit exploration useful to a first collection run.
