This is a sub-page of Kirby: Triple Deluxe/Unused Animations.
Like Kirby's Return to Dream Land before it, Kirby: Triple Deluxe is filled with texture animations created for the sake of testing, consisting of the models cycling through most of their available textures quickly. All of these animations are called TopL, and are documented below.
Playable Characters#
Kirby#
File path: RomFS\gfx\STD\Step\Hero\Kirby\Base\Pink.bch.cmp
Kirby cycles through his facial expressions, beginning with KirbyFace.00 and ending with KirbyFace.10. The animation lasts 48 frames. The other color Kirbys have this exact same animation. 
Ghost Kirby#
File path: RomFS\gfx\STD\Fight\Hero\Ghost\GhostPink.bch.cmp
Ghost Kirby cycles through the textures GhostBody.00, GhostBody.01, and GhostBody.02 in an animation that lasts 47 frames.
Hypernova Kirby#
File path: RomFS\gfx\STD\Step\Hero\Kirby\Base\Bigbang.bch.cmp
Hypernova Kirby's animation is similar to regular Kirby's but it lasts 60 frames instead of 48. 
Enemies#
Beetley#
File path: RomFS\gfx\STD\Step\Enemy\Beetlie.bch.cmp
Beetley cycles through Beetlie.00 and Beetlie.01 in an animation that lasts 48 frames. 
Cappy#
File path: RomFS\gfx\STD\Step\Enemy\Cappy.bch.cmp
Cappy cycles through Cappyhat.00 and Cappyhat.01 in an animation that lasts 48 frames.
Como#
File path: RomFS\gfx\STD\Step\Enemy\Como.bch.cmp
Como cycles through como.00 and como.01 in an animation that lasts 48 frames. 
Craby#
File path: RomFS\gfx\STD\Step\Enemy\Craby.bch.cmp
Craby cycles through Craby.00 and Craby.01 in an animation that lasts 48 frames. 
Flamer#
File path: RomFS\gfx\STD\Step\Enemy\Flamer.bch.cmp
Flamer cycles through Flamer.00 and Flamer.01 in an animation that lasts 48 frames. 
Hot Head#
File path: RomFS\gfx\STD\Step\Enemy\Hothead.bch.cmp
Hot Head cycles through Hothead.00 and Hothead.01 in an animation that lasts 47 frames. 
Knuckle Joe#
File path: RomFS\gfx\STD\Step\Enemy\Knucklejoe.bch.cmp
Knuckle Joe cycles through EmJoeEye.00, EmJoeEye.01, EmJoeEye.02, and EmJoeEye.03 in an animation that lasts 48 frames. 
Land Barbar#
File path: RomFS\gfx\STD\Step\Gimmick\PipeBarbar\Body.bch.cmp
Land Barbar cycles through Eye.00 and Eye.01 in an animation that lasts 47 frames. 
Lanzer#
File path: RomFS\gfx\STD\Step\Enemy\Lanzer.bch.cmp
Lanzer cycles through Lanzer.00 and Lanzer.01 in an animation that lasts 48 frames. 
Leafan#
File path: RomFS\gfx\STD\Step\Enemy\Leafan.bch.cmp
Leafan cycles through LeafanAll.00 and LeafanAll.01 in an animation that lasts 48 frames. 
Mamanti#
File path: RomFS\gfx\STD\Step\Enemy\Briterri.bch.cmp
Mamanti cycles through Briterri.00 and Briterri.01 in an animation that lasts 48 frames. 
Pacto#
File path: RomFS\gfx\STD\Step\Enemy\Pacto.bch.cmp
Pacto cycles through Pacto.00 and Pacto.01 in an animation that lasts 48 frames. Pacflower doesn't have this animation. 
Pipe Worm#
File path: RomFS\gfx\STD\Step\Gimmick\BigbangPipeWorm.bch.cmp
The Pipe Worm cycles through wormhead.00, wormhead.01, and wormhead.02 in an animation that lasts 47 frames. 
Poppy Bros. Jr.#
File path: RomFS\gfx\STD\Step\Enemy\Poppyjr.bch.cmp
Poppy Bros. Jr. cycles through PoppyJr.00 and PoppyJr.01 in an animation that lasts 48 frames. 
Ringle#
File path: RomFS\gfx\STD\Step\Enemy\Dingll.bch.cmp
Ringle cycles through DingllBody.00 and DingllBody.01 in an animation that lasts 48 frames. Please excuse the angle. 
Searches#
File path: RomFS\gfx\STD\Step\Enemy\Searches.bch.cmp
Searches cycles through body.00, body.01, body.02, and body.03 in an animation that lasts 60 frames. 
Shelt#
File path: RomFS\gfx\STD\Step\Enemy\Sheld.bch.cmp
Shelt cycles through Sheld.00 and Sheld.01 in an animation that lasts 48 frames. 
Soarar#
File path: RomFS\gfx\STD\Step\Enemy\Soarar.bch.cmp
Soarar cycles through Soarar.00 and Soarar.01 in an animation that lasts 48 frames. 
Sodory#
File path: RomFS\gfx\STD\Den\Enemy\DenSodory.bch.cmp
Sodory cycles through DenSodory.00 and DenSodory.01 in an animation that lasts a whopping 2 frames.
Sparky#
File path: RomFS\gfx\STD\Step\Enemy\Sparky.bch.cmp
Sparky cycles through ChSperky.00 and ChSperky.01 in an animation that lasts 47 frames. Yes, they actually misspell Sparky's name in their texture filenames. 
Spookstep#
File path: RomFS\gfx\STD\Step\Enemy\Horrortramp.bch.cmp
Spookstep cycles through Horrortramp.1 and Horrortramp.2 in an animation that lasts 60 frames. 
Spynum#
File path: RomFS\gfx\STD\Step\Enemy\Spynam.bch.cmp
Spynum cycles through Body.00 and Body.01 in an animation that lasts 48 frames. 
Toughness Waddle Dee#
File path: RomFS\gfx\STD\Step\Enemy\ToughnessWaddledee.bch.cmp
Toughness Waddle Dee cycles through Dee.00 and Dee.01 in an animation that lasts a whopping 2 frames.
Wheelie#
File path: RomFS\gfx\STD\Step\Enemy\Wheellie.bch.cmp
Wheelie cycles through Wheelie.00 and Wheelie.01 in an animation that lasts 60 frames. 
Whippy#
File path: RomFS\gfx\STD\Step\Enemy\Whippy.bch.cmp
Whippy cycles through WhippyBody.00. WhippyBody.01, and WhippyBody.02 in an animation that lasts 47 frames. 
Mid-Bosses#
Grand Wheelie#
File path: RomFS\gfx\STD\Step\Enemy\Grandwheelie\Model.bch.cmp
Grand Wheelie cycles through body.00 and body.01 in an animation that lasts 47 frames. 
Hornhead#
File path: RomFS\gfx\STD\Step\Enemy\Helmehorn\Model.bch.cmp
Hornhead cycles through Body.00. Body.01, and Body.02 in an animation that lasts 47 frames. 
Bosses#
Masked Dedede#
File path: RomFS\gfx\STD\Step\Enemy\Maskeddedede\Model.bch.cmp
Masked Dedede cycles through Body.00 and Body.01 in an animation that lasts 24 frames. 
People of the Sky#
Each Person of the Sky has a low poly model that has a test animation as well. Both are listed in this section.
Blue#
The blue Person of the Sky starts with SkyPeople.00 and ends with SkyPeople.04 in an animation that lasts 48 frames.
High poly path: RomFS\gfx\STD\Step\Gimmick\SkyPeople\SkyPeopleBlue.bch.cmp

Low poly path: RomFS\gfx\STD\Step\Gimmick\SkyPeople\SkyPeopleLightBlue.bch.cmp

Mob#
File path: RomFS\gfx\STD\Step\Gimmick\SkyPeople\SkyPeopleMob.bch.cmp
The common Person of the Sky starts with SkyPeople.00 and ends with SkyPeople.04 in an animation that lasts 48 frames. 
Pink#
The pink Person of the Sky starts with SkyPeople.00 and ends with SkyPeople.04 in an animation that lasts 48 frames.
High poly path: RomFS\gfx\STD\Step\Gimmick\SkyPeople\SkyPeoplePink.bch.cmp

Low poly path: RomFS\gfx\STD\Step\Gimmick\SkyPeople\SkyPeopleLightPink.bch.cmp

Red#
The red Person of the Sky starts with SkyPeople.00 and ends with SkyPeople.04 in an animation that lasts 48 frames.
High poly path: RomFS\gfx\STD\Step\Gimmick\SkyPeople\SkyPeopleRed.bch.cmp

Low poly path: RomFS\gfx\STD\Step\Gimmick\SkyPeople\SkyPeopleLightRed.bch.cmp

Violet#
The violet Person of the Sky starts with SkyPeople.00 and ends with SkyPeople.04 in an animation that lasts 48 frames.
High poly path: RomFS\gfx\STD\Step\Gimmick\SkyPeople\SkyPeopleViolet.bch.cmp

Low poly path: RomFS\gfx\STD\Step\Gimmick\SkyPeople\SkyPeopleLightViolet.bch.cmp

White#
The white Person of the Sky starts with SkyPeople.00 and ends with SkyPeople.04 in an animation that lasts 48 frames.
High poly path: RomFS\gfx\STD\Step\Gimmick\SkyPeople\SkyPeopleWhite.bch.cmp

Low poly path: RomFS\gfx\STD\Step\Gimmick\SkyPeople\SkyPeopleLightWhite.bch.cmp

Yellow#
The yellow Person of the Sky starts with SkyPeople.00 and ends with SkyPeople.04 in an animation that lasts 48 frames.
High poly path: RomFS\gfx\STD\Step\Gimmick\SkyPeople\SkyPeopleYellow.bch.cmp

Low poly path: RomFS\gfx\STD\Step\Gimmick\SkyPeople\SkyPeopleLightYellow.bch.cmp

Other#
Item Box#
File path: RomFS\gfx\STD\Fight\Item\ItemBox.bch.cmp
The Item box cycles through itembox.00 and itembox.01 in an animation that lasts 47 frames. itembox.00 is an unused texture, and the actual used texture, itembox, is ignored in this animation. 
Warp Star#
File path: RomFS\gfx\STD\Step\Gimmick\WarpStar.bch.cmp
The Warp Star has the only unique material animation, meaning that it wasn't used to test cycling textures. It was instead used to test the rotation on its shiny material. The animation lasts 400 frames. 