dragondragon wrote on 02/26/09 at 09:55:24:I've found that I'm chaining multiple turns in a row, that if I hop right after one of the turns, it delays the boost, but more importantly doesn't spin me out. Kind of annoying though, because that hop slows you down.
You WANT to delay MTs. The best place to release one usually isn't the place where you get it. This skill is used very extensively in both SMK and MKSC to "carry" an MT to the place where it will serve you the best, usually to cut across off-road areas (in SMK, this is called NBT). In the case of MC1, you want to create an MT on the last turn, and carry it to the straightaway after the first turn of the following lap, or use it to cut across the sand at said first turn. You can also carry an MT to the finish line to "prime" a f-lap if you can't cut across off-road with it. Try that on GV1.
Once you've gotten this down to a science, you'll then learn to use delayed MTs to take shortcuts that may otherwise use a shroom, allowing you to use the shroom in a more profitable spot (the best PC, LC, and SG strats require this)