Question: There is a video game named after the sports association that chooses where the super bowl is held. What was Nintendo's limit on games per developer per year on that game's platform?

<P0-S0> NFL is a 1989 football video game, developed by Atlus and published by LJN exclusively for the Nintendo Entertainment System. <SEP> <P1-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. <P1-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. <P1-S2> cartridges could not be returned to nintendo, so publishers assumed all the risk. <P1-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. <P1-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. <P1-S5> a 1988 shortage of dram and rom chips also reportedly caused nintendo to only permit 25% of publishers' requests for cartridges. <P1-S6> this was an average figure, with some publishers receiving much higher amounts and others almost none. <P1-S7> gamespy noted that nintendo's "iron-clad terms" made the company many enemies during the 1980s. <P1-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> <P2-S0> Cities place bids to host a Super Bowl and are evaluated in terms of stadium renovation and their ability to host. <P2-S1> In 2014, a document listing the specific requirements of Super Bowl hosts was leaked, giving a clear list of what was required for a Super Bowl host. <P2-S2> Much of the cost of the Super Bowl is to be assumed by the host community, although some costs are enumerated within the requirements to be assumed by the NFL. <P2-S3> Some of the host requirements include: <P2-S4> The location of the Super Bowl is chosen by the NFL well in advance, usually three to five years before the game. <SEP> <P3-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. <P3-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> <P4-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?) <P4-S1> (also known by the portmanteau abbreviation Famicom (ファミコン, Famikon?) <P4-S2> 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. <P4-S3> 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. <P4-S4> The Nintendo Entertainment System (also abbreviated as NES) is an 8-bit home video game console that was developed and manufactured by Nintendo. <P4-S5> It was succeeded by the Super Nintendo Entertainment System. <SEP> <P5-S0> noel berry (skytorn) and matt thorson (towerfall) created a prototype of celeste in four days during a game jam, now named celeste classic. <P5-S1> the result was a difficult platformer with 30 levels for the pico-8 fantasy video game console designed for speedrunning and precision reflexes. <P5-S2> kill screen noted that the game was a departure from thorson's towerfall, and had more in common with the game mechanics of his older games and super mario maker work. <P5-S3> the developers also took inspiration from difficult, super nintendo-era platformers. <P5-S4> berry and thorson developed the game into a standalone release with over 200 rooms spread between eight chapters. <P5-S5> they livestreamed parts of their development process on twitch. <P5-S6> the game was also demoed at the 2016 pax west indie megabooth. <P5-S7> celeste released on nintendo switch, playstation 4, xbox one, windows, linux and macos on january 25, 2018. the original pico-8 prototype is included in the game as an unlockable minigame. <P5-S8> the game will eventually receive a limited collector's edition. <P5-S9> thorson stated that he plans to release a set of "farewell levels" for celeste some time in 2019.