Simple Hardware Sprite to Background collision

Using $D01E causes a simple hardware sprite/sprite collision detection, but some games I wrote i.e. Bomb Chase, Balloonacy and Balloonacy 2 all used hardware sprite/sprite collision, which uses $D01F only for the player's sprite. Here is how the code worked.

       lda $d01f
       lsr a ;Sprite 0 crash into background
       bcs dead
       rts
dead   jmp kill_sprite

However, if you want this to work on the next sprite, just add another 'lsr' command, etc.