It couldn't handle them loading them from CD where it could loading them from cartridge? Nope, that ain't it. Try again. I think it was just laziness on the part of the programmers, either that or limitations in how much game data they could store in system RAM at any given time.
Actually, What I'm refering to is the maximum of 64 on-screen sprites that the turbo GPU can handle simultaneously. I don't think the transfer of data from media to RAM has much to do with it - the GPU could'nt handle the sprites regardless of whether the data for them could be stored in RAM. The turbo could handle larger sprites, but not as many as the genesis (which I believe could handle 80 smaller sprites). Hence the two player mode on the Genesis port. Could it be that the hardware just could'nt handle it on our beloved turbo??? GASP!!!
Programmers get "lazy" when hardware limitations make things difficult to pull off..... If i have to come up with some ingenious algorithm every time I want to get around the hardware limits i am gonna be less likely to do it. Having said that i've seen the golden axe port and i'm sure a better job could have been done on the PC engine port. Two Players??? I'm sure it could have been done by sacrificing other in game sprites or using some other compromising method.
You're nuts. I remember this shit from the Genesis vs. Turbo thread a few months back. You have some whacky preconceptions about the Turbo hardware.
Golden Axe barely has any sprites on screen at all at any given time. Not even close to the limit. The Turbo is fully competent to handle a few sprites in a two-player version of Golden Axe with plenty to spare. One more wouldn't make an ounce of difference. If you think this is due to some inherent hardware limitation, you're living in la-la land.
I think the "laziness" in the case of the Turbo version is just that-- pure laziness. When you see how lazy they were with the in-game graphics, it's no small wonder.
It's a much bigger mystery why the SEGA CD version of the game lacks the two-player mode, considering a 2 player version of the game had
already been created for the system. Laziness was obviously not the issue-- it would take far more work to
remove the 2 player functionality than to just leave it in.