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Many games take place in Boxing Rings. Primarily Boxing Games, but some games offer boxing rings as locations outside of boxing.
A large building constructed of stone, used as a defensive structure. They usually date from the Middle Ages.
The home and origin of the Kremlings, it is where Donkey Kong Country 2: Diddy's Kong Quest and Donkey Kong Land 2 take place.
Donkey Kong Island is the location Donkey Kong and Diddy Kong call home. It is filled with many tropical fruits, hoards of bananas, and countless evil Kremlings sent by K. Rool.
Gangplank Galleon is the location of the final boss fight in Donkey Kong Country, and is reused as the opening world in Donkey Kong Country 2: Diddy's Kong Quest.
Gloomy Gulch is a haunted world featuring ghosts, forests, and abandoned libraries. It is the fifth world explored in Donkey Kong Country 2: Diddy's Kong Quest.
A generic run-of-the-mill landmass surrounded by water
K. Rool's Keep is the castle that rests atop Crocodile Isle, and is the sixth world in Donkey Kong Country 2: Diddy's Kong Quest.
Where evil is created, or at least where scientific experiments are conducted. Test tubes filled with pretty liquids are almost a must.
The Lost World is the secret area in Donkey Kong Country 2: Diddy's Kong Quest and Donkey Kong Land II accessed by paying Kremcoins at Klubba's Kiosk.
Homeland of the Brothers Bear as well as a flock of Banana Birds, this land was colonized by Kremlings sometime before DKC3. Despite being a mainland, it is characterized by large bodies of water, which the Kongs traversed using numerous boats to rescue DK and Diddy from K. Rool.
A ship is a nautical vessel that carries passengers or freight. Ships that are treated as actual locations as opposed to objects.
The Flying Krock is a giant helicopter used by King K. Rool to escape from K. Rool's Keep in Donkey Kong Country 2: Diddy's Kong Quest. It is the seventh and last world (aside from The Lost World), and features only two levels.
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