Another aspect of the game that was replicated as the source-code describes is dungeon generation. Of course, today we are using a more advanced data structure, with several capabilities that were not available for the C of 1980, but the idea behind the data structure is the same. The process followed for dungeon generation in 1980 was somewhat ill-conceived and convoluted. Despite this its discernible aspects were used as inspiration for the algorithm used in Rogue++. So while at the end of the day the two do not follow the same algorithm, the end result is close enough, and test cases are included to make sure that all properties of the old \textit{Rogue} are satisfied in Rogue++.\\
Another way Rogue++ can be compared to the original \textit{Rogue} is by its controls. This is something that can be algorithmically tested, and guaranteed to function exactly as intended. Every key in \textit{Rogue} is mapped to a specific action, which can be replicated one-for-one in Rogue++. WIP