This section describes how to set up the vsprite structure so that it represents a true VSprite. True VSprites are managed by the GELs system which converts them to Simple Sprites and displays them. (Later sections describe how a VSprite structure can be set up for Bobs and AnimComps.) Before the system is told of a VSprite's existence, space for the vsprite data structure must be allocated and initialized to correctly represent a VSprite. Since the system does no validity checking on the VSprite structure, the result of using a bogus structure is usually a fireworks display, followed by a system failure. The system software provides a way to detect collisions between VSprites and other on-screen objects. There is also a method of extending the vsprite structure to incorporate user defined variables. these subjects are applicable to all GELs and are explained later in the section on "collisions and gel structure extensions". specification of vsprite structure reserved vsprite members using vsprite flags vsprite position vsprite image size vsprites and collision detection vsprite image data specifying the colors of a vsprite adding and removing vsprites changing vsprites getting the vsprite list in order displaying the vsprites