Because, really, this was the golden age of gaming, and the C64 was the supreme gaming system. Come back with me to a time when a crew of six or seven programmers (or sometimes just one, working alone) could write a game and expect to publish it; when game designers were forced by the limitations of the hardware to put the emphasis on gameplay, instead of polygon count and FMVs.
Recently I was just playing this on an emulator:
The Sentinel: Still one of the most original games I've ever played. A spooky, surreal atmosphere that's unique to this game alone. Ten thousand levels--even now I'm only up to level 1,200 or so. (And 3D graphics rendered in real time--in 1986.)
Other C64 personal favorites:
Marble Madness: A surprisingly close port of the arcade version.
Karateka: Jordan Mechner's storytelling skills were evident even then.
Raid on Bungeling Bay: Will Wright's fast and difficult shooter.
I could go on and on, but I'll stop here.
Recently I was just playing this on an emulator:
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The Sentinel: Still one of the most original games I've ever played. A spooky, surreal atmosphere that's unique to this game alone. Ten thousand levels--even now I'm only up to level 1,200 or so. (And 3D graphics rendered in real time--in 1986.)
Other C64 personal favorites:

Marble Madness: A surprisingly close port of the arcade version.

Karateka: Jordan Mechner's storytelling skills were evident even then.

Raid on Bungeling Bay: Will Wright's fast and difficult shooter.
I could go on and on, but I'll stop here.