Once you’re safely on top of the frozen Ripper, fire a missile at the wall directly in front of you to open a secret passage. The crumble blocks are 3 squares long, going from the top of the dip in the room and extending all the way to the wall. Be careful not to walk onto the crumble blocks, as you’ll have to circle all the way back around to try again if you mess up (or rewind in the future when this game is added to NSO).
In the top right room where you would normally fall through some hidden crumble blocks, freeze the Ripper instead as soon as it touches the right wall and jump on it. You’ll need the Ice Beam first, but immediately afterwards the game will force you through a series of rooms that circle back to the long vertical shaft that connects all of Norfair together. How to do it: It’s actually possible to fight Ridley before Kraid. Here you’ll find a series of sequence breaks and accompanying video footage so you’ll know exactly how to pull these tricks off! To jump to a particular sequence break, use the navigation bar: These can be as simple as shaving off seconds of time for a speedrun or as game-changing (pun intended) as an early “late-game” item.
Metroid: Zero Mission has a main path that the game guides players on, however there are also plenty of opportunities to go off the beaten path in a number of intended and unintended sequence breaks.