Well, as the game is designed today, it's playable, but noticeably degraded. I wouldn't feel right selling it the way it performs on my Axim, even though it works and is playable.
However, the FMV's that are to be added later MUST run at 30FPS solidly to work right (for voiceover syncing and such), so that's kind of a deal-breaker anyway. I had been assuming, incorrectly it turns out, that if it runs fine on my E-125 I should be fine on any "modern" device. It seemed like a safe assumption at the time
Redesigning it as you suggested, at this point, isn't really an option I suspect. I'm too far into it now to do that. I have to admit I don't understand how you desribed implementing it anyway, and I want to, even though I'm not going to do it.
I mean, the way I do it today is that each object on the screen that moves has a "speed" value associated with it. This is just the interval in frames between movements (i.e., a speed value of 3 means it moves every 3rd frame). Some objects will also move more than 1 pixel per interval, but most move one pixel in some direction. This is of course dependant on frame rate in the sense that if the frame rate slows down, so does the movement obviously, but I don't know how to do it otherwise.
I would absolutely appreciate a short "tutorial" on how to not do this very much

...and so I said to Mr. Gates: "$640 billion should be enough for anyone!"