Alternatively, if you keep your layout and loading of sprite elements organized, loading and creating similar elements with sequential numbers, you could check sprite collision within a range with:
if sprite collision(Player,0)>=MinSprite and sprite collision(Player,0)<=MaxSprite
`where MinSprite and MaxSprite are the range of objects to check for collision. By setting this to the world objects you can ignore the background tiles.
It might not be feasible depending on how you are organizing your levels, but if you are using a series of rooms like Metroid or Legend of Zelda it's highly doable. If you can set up the loading of a level into a function using data blocks as reference, you can get your program to do this automatically.