Gyruss wouldn't work so well for the reasons stated above, but Frontline playabillity could benefit from a hack to allow spinner control.
The reason is that there was no constant speed on Frontline like with Gyruss- whichever direction you pointed the aiming control, your aim moved there, instantly. So, no change in gameplay need result from using a spinner.
The original Aim 'n Fire controller actually used 4 microswitches on the bottom, just like a joystick- and that's why MAME has it mapped like it is. When you rotate the knob on top, a rotating actuator on the bottom would push against the correct microswitch(es) to tell the game which direction you were pointing.
For a spinner hack, what you'd need is to get x number of teeth on the spinner's encoder wheel to equal a change of direction for the aim 'n fire- eg, if you have a 72 tooth encoder, then every 9 teeth get you a new direction. (72/8=9). I dunno how hard this would be to code as a hacked MAME driver- it might actually be the sort of thing that's easier to do in hardware.
Could a circuit be built that just counts teeth on an encoder wheel as it turns? And it would need to keep track of direction, counting backwards when you reverse your spin. Every time the counter reaches 9, the circuit would change it's output to send MAME the apropriate directional signal. You could probably build the whole thing onto an encoder board, and just attach it on a different side of the encoder wheel from the spinner's existing encoder board. It would enable spinner control for ANY joystick game, now that I think about it. Most games wouldn't benefit from this, of course, but it would certainly help with the games that used Aim & Fire controllers like:
Frontline
Wild Western
The Tin Star
Sherriff
Bandido
Forgotten Worlds
