Zebes survey terminalSuper MetroidGUIDES
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

Missile — Super Metroid

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.

Morph Ball — Super Metroid

Ability-gated secrets

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

Samus Aran

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.
References