Super Metroid made waves upon its release in 1994 for having a large continuous world open for nearly completely unguided exploration and a vast assortment of movement- and power-enhancing item upgrades hidden throughout.
Having transcended the need for all of that collection and exploration, Sniq immediately goes out of bounds to manipulate stray RAM data and force the ending sequence directly—within just a couple minutes from landing on the planet. As a result, no items are ever collected.
The improvement over the previous run in this category comes from a more optimal ACE setup. See the author's submission notes for more information.