groze: The AGS is optimized to run on computers, I don't think you're going to have much luck in running the game on a smartphone, as much as it more than meets the minimum requirements the game asks of a computer. The game runs, but there's absolutely nothing you can do in order to make it do so smoothly and in a playable fashion, unless the publisher releases a smartphone version.
Well, if we leave fubar systems (Android, IOs, Windows Mobile) out of the equation, "smartphones" are nothing different than mobile computer (notebook/netbook), just on different CPU architecture (even the latter not entirely valid, considering latest attempts by Intel to make a small breach into armel-dominated mobile universe). Of course, the former requirement (no lame operating systems) filter out 99% of "smartphones" and tablets in the world ;) but I'm blessed with using mobile computer/phone combo powered by real GNU/Linux operating system(s).
Swyne: I think it is the game itself. AGS doesn't seem to be that heavy with other games...
Indeed. I'm not knowledgeable with AGS, but R.Michalski mentioned using "custom installed AGS modules" (for parallax and such effects), so maybe my compilation of AGS isn't optimized for TCL. Indeed, other AGS games (apart from slowdowns caused by some glitches in AGS<->pulseaudio cooperation) aren't taxing device so much.