@newt - I've already tried render cells when it was first introduced and it did nothing for me. I believe to see a difference from that, you'd need 10s of thousands of objects. Also, I'm not quite sure what you mean the canvas is already an array?
@gamecorpstudio - the problem isn't that they're all on screen simultaneously, it's that they're all in the same layout. And yes, we have over 5000 objects in some layouts and of course it runs @ 60 fps (I play games, so I have a decent computer), but a lot of "gamers" out there don't have such computers, but still expect to be able to play it as they can play other 2d games with ease.
@corlenbelspar - it does indeed kill cpu due to destroying and creating massive amounts of objects, but as long as it's not done every tick, it seems to be okay (I've found picking 3 sprites per stage and cascading them on an every 1 second event does the trick)