That SPRCOLL check is saying:
"Will the player sprite, if it was at (x,y) collide with a terrain sprite if it was also at (x,y)"
That should always return true, since with that check both sprites would always be overlapping.
Sprites don't really exist/persist anywhere, think of them more as a BitBlt (blit) function.
Ie, to display them you just tell GLBasic to copy the bitmap to the screen at a certain location.
After that, the sprite doesn't exist at that position.
So, in general, the SPRCOLL check is asking:
"If I were to place sprite 1 at position x1, y1, would it collide with sprite 2 if I positioned it at x2, y2?"
So, you would need 25 SPRCOLL checks if you have 25 different terrain tiles.
If the terrain is in a tile map, a simple nested for loop (row, column) could be set up to check if the player would be colliding with each terrain tile.