This is a sub-page of Kirby: Triple Deluxe/Unused Animations.
Many assets have test animations titled "TopL". Most of these animations are based on pre-existing animations, but they're noticeably broken.
Heroes#
Kirby#
File path: RomFS\gfx\STD\Step\Hero\Kirby\Motion.bch.cmp
Kirby's animation has him in a t-pose which is called called, TopL__Main00 which has 406 frames of nothingness. Wow...
Enemies#
Blade Knight#
File path: RomFS\gfx\STD\Step\Enemy\Bladeknight.bch.cmp
Blade Knight's animation consists of him walking forwards and backwards. His torso and hands are detached from the rest of his body, meaning this is probably an animation from a previous HAL project that was meant for a different bone structure of this character model. The animation is also extremely long, lasting 999 frames, and many of those frames are just him in a static pose. 
Blipper#
File path: RomFS\gfx\STD\Step\Enemy\Blipper.bch.cmp
Blipper's animation consists of their two damage animations, TopL_Damage and TopL_DamageEtc, stitched together. 
Bronto Burt#
File path: RomFS\gfx\STD\Step\Enemy\Brontoburt.bch.cmp
Bronto Burt's animation consists of broken versions of the animations TopL_3dFlyStart and TopL_3dFly stitched together. 
Kabu#
File path: RomFS\gfx\STD\Step\Enemy\Kabu.bch.cmp
Kabu's animation consists of two unused animations stitched together, those being TopL_Warp1 and TopL_Warp2. However, this test animation seems to use the Kirby's Return to Dream Land version of these animations instead of the ones in Triple Deluxe. Kabu hasn't been able to warp in the main mode of any modern Kirby game until Kirby and the Forgotten Land. 
Scarfy#
File path: RomFS\gfx\STD\Step\Enemy\Scarfy.bch.cmp
Scarfy's animation is for their Angry variant, consisting of various animations stitched together: TopL_Change, TopL_Change2, TopL_ChangeWait, and TopL_BeforeBurst. The headbanging motion is unique to this animation. 
Sectra Burt#
File path: RomFS\gfx\STD\Step\Enemy\Sectraburt.bch.cmp
Sectra Burt's animation is identical to Bronto Burt's. Sectra Dee is just a variant of Bronto Burt, so the reason this is here is likely just the result of reusing assets and not removing the unused ones. 
Sectra Dee#
File path: RomFS\gfx\STD\Step\Enemy\Sectledee.bch.cmp
Sectra Dee's animation is identical to Waddle Dee's. Like Sectra Burt, Sectra Dee is a variant of Waddle Dee, and this animation ended up here due to copying and reusing assets. 
Waddle Dee#
File path: RomFS\gfx\STD\Step\Enemy\Waddledee.bch.cmp
Waddle Dee's animation is unique. It looks like they're pushing something and then jumping in surprise. 
Waddle Doo#
File path: RomFS\gfx\STD\Step\Enemy\Waddledoo.bch.cmp
Waddle Doo's animation is an early version of their idle animation, TopL_Wait. Their feet are detached from the rest of their body, meaning that this animation is probably from a previous HAL project that was meant for a different bone structure of this character model, like Blade Knight's animation. 
Abilities#
Beam Kirby's Hat#
File path: RomFS\gfx\STD\Step\Hero\Kirby\Beam\Hat.bch.cmp
A test animation for Beam Kirby's hat is present in its model file. It's similar to Beam's Hat test animation from Kirby's Return to Dream Land, but this one lasts significantly longer, and has extra frames of it in a static pose. It was most likely created to test the hat's dynamic bones. 
Beetle Kirby's Hat#
File path: RomFS\gfx\STD\Step\Hero\Kirby\Beetle\Hat.bch.cmp
A test animation exists for Beetle Kirby's hat, and only his hat. It's very long, lasting 480 frames. It consists of many of Beetle's animations stitched together, looking pretty broken at times. 
The animations that were used as a base, listed in order of appearance, are:
TopL_KushizashiHornTopL_BunNageTopL_DrillStartTopL_DrillTopL_DrillEndTopL_NageOtoshiStartTopL_TataksitsukeFallTopL_TataksitsukeEndTopL_NoutenOtoshiStartTopL_BackWalk
Bell Kirby's Left Bell#
File path: RomFS\gfx\STD\Step\Hero\Kirby\Bell\LBell.bch.cmp
Yes, specifically the left bell he holds. It has an unused animation consisting of the bell in a resting pose behind Kirby's back, and it's identical to TopL_Carry, but it lasts a whopping 120 frames now.
Other#
Gyro Cannon#
File path: RomFS\gfx\STD\Step\Gimmick\GyroCannon.bch.cmp
The Gyro Cannon has an unused test animation that's essentially a slowed down and less polished version of the regular launching animation. It lacks the tilting just before the actual launch. 
Invincible Candy#
File path: RomFS\gfx\STD\Step\Item\InvincibleCandy.bch.cmp
The Invincible Candy has one short unused animation that consists of the little star on it tilting side to side. Kirby's Return to Dream Land also has a similar unused animation, but it's slightly slower. The Invincible Candy otherwise doesn't have any animations aside from this one, which means the bone controlling the star also goes unused.
Backgrounds#
Title Menu Backgrounds#
File path: RomFS\gfx\STD\TitleMenu\TitleMenuBG.bch.cmp and RomFS\gfx\STD\TitleMenu\TitleMenuCompleteBG.bch.cmp
Both the regular title menu and the 100% completion title menu have one test animation each. They consist of the clouds bobbing up and down for a few frames, followed by nothing for a total of... 8000 frames. Yeah. Watch on YouTube
(Source: Vyroz)