All it really needs is the attention of a software developer. The software knows when a spinner is hit: after all, it’s the switch connected to the spinner that triggers, as opposed to some switch. So, set up the rules in software to make the spinner worth more under certain conditions, possibly in combination with a hurry-up.
But what makes spinners really shine (such as on Meteor), is that you can see that the spinner is worth a lot right now, because there are inserts that tell you that it’s worth a lot. That creates a psychological element that is hard to under-estimate. The machine says to the player “Hey, I’m here, shoot me now, I’m worth a lot of points! And, if you don’t shoot me straight way, I’ll be worth next to nothing again!”
And, ingeniously, couple that with the high likelihood of the ball caroming into the drop targets once it is through the spinner, and you have a real cliff-hanger: “Should I shoot the spinner now, before it is maxed, in case the ball hits a drop target? Or should I wait until the spinner is maxed but, if the ball hits a drop target, it’ll all reset to next to nothing before the spinner has done five revolutions?”