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Line numbers were optional in Zgrass, and typically only appeared on lines that were the target of a <code>GOTO</code>. Most BASIC interpreters required line numbers for every line of code, but this was due to their use in the "line editor"–if you needed to edit a particular line, the only way to refer to it was by number. Zgrass used a more advanced full-screen editor that eliminated this need. Zgrass allowed any string to act as a "line number", <code>GOTO 10</code> and <code>GOTO MARKER</code> were both valid. Zgrass also included nameless branches, using the <code>SKIP</code> instruction, which would move forward or back a given number of lines.
In keeping with its original purpose as a graphics language, Zgrass included numerous commands for simple drawing. Zgrass's coordinate system had one point for each pixel in the high-resolution mode of Nutting's graphics chip, giving a
Zgrass added a fairly complete set of array functions, as arrays are widely used in graphics. This included the ability to "capture" parts of the display into an array as a [[bitmap]], which could then be manipulated as any other graphic item. This allowed Zgrass to include sprite-like functionality in the language, something the Nutting hardware did not directly include. Another feature the Astrocade did not include was the ability to process arrays with any reasonable speed, so the UV-1 included the Zilog supplied [[floating point unit|FPU]] for added performance.
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