From School Amiga Club to 70 Million Copies: How Worms Became a Gaming Phenomenon

November 6, 2026
From School Amiga Club to 70 Million Copies: How Worms Became a Gaming Phenomenon
  • The project began in a school Amiga club and was originally called Total Wormage, catching the eye of a publisher after Davidson demonstrated it beyond school, which led to a contract with Team17 in West Yorkshire and a release in November 1995.

  • Worms has left a lasting cultural mark, including being one of six British games featured on Royal Mail stamps in January 2020.

  • Worms, a turn-based artillery shooter featuring invertebrate teams and creative weapons like dynamite, homing missiles, and exploding sheep, went on to sell up to 70 million copies across all formats and versions.

  • Davidson contributed voices for the worms, including the iconic 'Incoming' line popular in text messages, which underscores the game’s lasting footprint beyond its initial release.

  • Pakeman recalls recognizing the game’s addictive appeal even though he was unsure it would reach a publisher, and notes the creator’s eventual success in bringing Worms to market and the nostalgia it inspires.

  • The Amiga club scene, led by art teacher John Pakeman, helped nurture Worms from a classroom project into a phenomenon, with the game briefly banned at school for crowding in the art room.

  • Davidson’s mother reportedly realized the game’s significance when Worms appeared on a Royal Mail stamp, highlighting its broader cultural impact.

  • Andy Davidson, at 22, programmed an early version of Worms at Bournemouth School, evolving from a calculator game into a commercial title.

  • Founders including Andy Davidson eventually connected with a publisher, with Davidson confirming his role in securing a deal that led to Team17 publishing and releasing Worms in November 1995.

Summary based on 2 sources


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