Question: What was Nintendo's limit on games per developer per year on the platform that plays Drac's Night Out?

<P0-S0> It was initially released in Japan as the Family Computer (Japanese: ファミリーコンピュータ, Hepburn: Famirī Konpyūta?) <P0-S1> The Nintendo Entertainment System (also abbreviated as NES) is an 8-bit home video game console that was developed and manufactured by Nintendo. <P0-S2> (also known by the portmanteau abbreviation Famicom (ファミコン, Famikon?) <P0-S3> and abbreviated as FC) on July 15, 1983, and was later released in North America during 1985, in Europe during 1986, and Australia in 1987. <P0-S4> In South Korea, it was known as the Hyundai Comboy (현대 컴보이 Hyeondae Keomboi) and was distributed by SK Hynix which then was known as Hyundai Electronics. <P0-S5> It was succeeded by the Super Nintendo Entertainment System. <SEP> <P1-S0> Drac's Night Out is the title of an unreleased video game developed by Mark Lesser and Rex Bradford of Microsmiths that was produced for the Nintendo Entertainment System. <P1-S1> The game featured the sponsorship of the Reebok Pump shoe. <SEP> <P2-S0> During the NES era, Nintendo maintained exclusive control over titles released for the system—the company had to approve every game, each third-party developer could only release up to five games per year (but some third parties got around this by using different names, for example Konami's "Ultra Games" brand), those games could not be released on another console within two years, and Nintendo was the exclusive manufacturer and supplier of NES cartridges. <P2-S1> However, competition from Sega's console brought an end to this practice; in 1991, Acclaim began releasing games for both platforms, with most of Nintendo's other licensees following suit over the next several years; Capcom (which licensed some games to Sega instead of producing them directly) and Square were the most notable holdouts. <SEP> <P3-S0> nintendo was not as restrictive as sega, which did not permit third-party publishing until mediagenic in late summer 1988. nintendo's intention, however, was to reserve a large part of nes game revenue for itself. <P3-S1> nintendo required that they be the sole manufacturer of all cartridges, and that the publisher had to pay in full before the cartridges for that game be produced. <P3-S2> cartridges could not be returned to nintendo, so publishers assumed all the risk. <P3-S3> as a result, some publishers lost more money due to distress sales of remaining inventory at the end of the nes era than they ever earned in profits from sales of the games. <P3-S4> because nintendo controlled the production of all cartridges, it was able to enforce strict rules on its third-party developers, which were required to sign a contract by nintendo that would obligate these parties to develop exclusively for the system, order at least 10,000 cartridges, and only make five games per year. <P3-S5> a 1988 shortage of dram and rom chips also reportedly caused nintendo to only permit 25% of publishers' requests for cartridges. <P3-S6> this was an average figure, with some publishers receiving much higher amounts and others almost none. <P3-S7> gamespy noted that nintendo's "iron-clad terms" made the company many enemies during the 1980s. <P3-S8> some developers tried to circumvent the five game limit by creating additional company brands like konami's ultra games label; others tried circumventing the 10nes chip. <SEP> <P4-S0> toccara williams is a former basketball point guard who played for the wnba's san antonio silver stars in the 2004 season. <P4-S1> prior to playing in the wnba, she played college basketball at texas a&m from 2000–04. <P4-S2> in her senior year, she led the nation for steals per game among division i teams with an average of 4.1 steals per game. <P4-S3> she was then selected in the third round of the 2004 wnba draft. <P4-S4> toccara also played professionally overseas in turkey, korea, china, and israel. <P4-S5> williams now has a non profit organization called sweet rebound that is geared towards the youth by utilizing sports as a platform for education.