Turingmachine
 Not to be confused with Turing machine.
Turingmachine is invented by User:A.
Syntax
All of the rules look like this:
currentCondition currentSymbol : nextCondition tapeHeadMoveDirection newSymbol
like:
Q1:E<0
If the condition (state) is Q
, and the number (symbol) on the tape is 1
, the change the condition into E
, change the tape into 0
, and move left.
The four available conditions are:
Condition  Remarks 

Q


E


O


F

Represents the final state; when this condition is encountered the Turingmachine halts. 
Numbers are:
Symbol  Remarks 

0

By default the tape's initial symbol. 
1

They are on the tape, which is written onto it in input. When the Turingmachine halts, it prints the tape. Directions are:
Direction  Effect 

< 
Move the tape head one cell to the left. 
> 
Move the tape head one cell to the right. 
 
Do not move the tape head at all. 
Examples
Truthmachine (Beta version)
Q1:E>1 Q0:O>0 E0:E>1 O0:F<0
To make it print 1 forever, it changes the whole tape into 1s. But, that still proves that is has halting, decision, repetition, input, and output.
3state Busy Beaver
This is explained on Turing Machine. See the pastebin website to see the code (because of technical limitations):[1]
This 3state busy beaver program generates six 1bits on the tape:
Q0:E>1 Q1:O<1 E0:Q<1 E1:E>1 O0:E<1 O1:F>1
Computational class
A Turingmachine program trivially describes a Turing machine, but with very few states and symbols, and not one of the combinations known to be sufficient for Turing completeness. It is therefore not clear if it can simulate all of them, which is the deciding criterion. (Note that universal Turing machines include the initial tape as part of the setup to simulate other Turing machines, so it's not trivial to show that it is not Turingcomplete, either. I don't know if anyone has proved it.)
Interpreter
 Common Lisp implementation of the Turingmachine programming language.