BluePhaze:
Well, sort of, but if you're developing for mobile using sprite objects as tiles is a very bad idea in the first place.
And as the manual describes, a TiledBackground object is a lot more efficient in rendering, so it wouldn't be twice the amount of pixels, only the equivalent of one extra sprite object, in this case 32x32.
But the TiledBackground object doesn't need to be 32x32, it could be 1px in size. Or you could set them to invisible, which if I remember correctly will skip the draw call so that only logic is calculated for that object (not 100% certain this is true).
Creating too many objects can cause slowdowns, and a common mistake is to use grids of Sprite objects instead of Tiled Background objects. For example, a 20x20 grid of sprites has 400 objects, which is a significant impact on the object count. A single tiled background can replace the grid of sprites and it only counts as a single object. Tiled backgrounds are specially optimised for repeating their texture so in this case it is literally 400 times more efficient than the grid of sprites. Always use Tiled Backgrounds instead of repeating Sprites wherever possible.
So what I'm trying to say is; I don't think the extra TiledBackground object matters, but using sprites instead of tiles does.