Nope, it wouldn't really.
The graphics above and below the room are garbage. There's not really any relationship between a tile's graphic and what the tile really is. Worse yet, even though the entire room is loaded in RAM at any moment, only the graphics for blocks on screen are loaded. The graphics just off the edge are loaded as the screen scrolls in that direction (you can actually observe this while going up with a debug code that disables the status bar) The only way to really see what sort of environment Samus is traveling around in is to open up a savestate of the room in a tilemap viewer that's configured for Super Metroid.
Which isn't too difficult, actually, TileView from
here is what I use (and I also run it inside of DOSBox so it's windowed and doesn't eat up my CPU. <_<). Run it with tmv savestate.zst -g 10003 and it will go straight to the tilemap. Press u to switch to 2-bytes per block, then use [ and ] to adjust the width to the room's width. From there, you can largely just figure out which color is which type of block - pressing 2 will show you the actual hex for each block (technically it's misaligned a byte though, but the colors are much better misaligned so they mainly depend on block type rather than block graphic).
Motion down and right of the room both work more or less as you'd expect (you can follow that with TileView fairly easily). Motion up and left works differently though - going left 1 screen is the same as going right 255 screens, and going down 1 screen is the same as going up 15 screens. Also, blocks loop after going down 16 screens, or going right 256 screens.
Then there's a bit more trickery to it, but I'm not going to go that in-depth here.
For this movie though, it's not really worth the work. In the statue room, it's just a ton of solid blocks Samus x-rays through, and then a mostly empty area Samus bomb jumps up - this is pretty typical of small rooms with no secrets or slopes.
In Mother Brain's room, there's a wall to the right, a kinda empty column Samus x-rays into, then a ton of junk to the left Samus has to morphball through that leads to a second empty column with a raised 'hill' in the center of it. There's a few ledges up and to the right, the door transition is hidden amongst the junk on the second ledge. This is all actually junk left over from the title screen. I don't think I ever looked at what it's actually for though.
Small disclaimer: This is all from ooold memory, I might've gotten a few details wrong.
I think I've pre-emptively answered just about every question on the topic now. I probably should have stopped at the first sentence though. >_<