Portal would run quite well on Wii. The primary mechanic is maintaining velocity with respect to the relative planes of portal entrances/exits, and the implications of being able to teleport and change the axis of your velocity or that of an object or projectile in a standard gravity. As brilliant and profound as this is in a design sense, it boils down to three quick calculations.
1. Replace the "location" value of the player with the location of the destination portal.
2. Compare the plane angle of the surfaces that the entry/exit portals are embedded in to derive a value for axial rotation.
3. Transform the "velocity" value of the player by the axial rotation.
None of this is really performance intensive. Now, drawing the view through the portals is a slightly more demanding trick, but the Wii is more than capable - see for example the jumbotron display in the Pokemon stadium stages in Melee and Brawl, which will frequently display itself nested at least twice at a solid 60fps.
tl;dr - Portal doesn't have enough in-game objects to really slow down the Wii, and its portals are accomplished with straightforward math that is completely within Wii's capabilities.
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