private void OnCollisionEnter(Collision collision)
    {
        if (gameObject.transform.position.x >= 70 && collision.collider.name == "Ground")
        {
            MissionDemolition.ExplosionView();
            gameObject.SetActive(false);
        }
        if (collision.collider.name != "Ground" && collision.collider.name != "CastleGround" &&
            collision.collider.name != "Mario" && collision.collider.tag != "Dummy Projectile" &&
            collision.collider.tag != "HoldingProjectile" && transform.tag != "Dummy Projectile")
        {
            print(collision.collider.name);
            MissionDemolition.ExplosionView();
            bomb = this.gameObject;
            MissionDemolition.PlaySound(3);
            Vector3    explosionPos = transform.position;
            Collider[] colliders    = Physics.OverlapSphere(explosionPos, radius);
            foreach (Collider hit in colliders)
            {
                if (hit.tag == "Brick")
                {
                    DestroyObject(hit.gameObject);
                }
                else if (hit.tag == "Finish")
                {
                    hit.GetComponent <BowserGoal>().bowserDeath();
                }
                else
                {
                    Rigidbody rb = hit.GetComponent <Rigidbody>();
                    if (rb != null)
                    {
                        rb.AddExplosionForce(power, explosionPos, radius, 3.0F, ForceMode.Impulse);
                    }
                }
            }

            bomb.SetActive(false);
        }
    }