Question: What was Nintendo's limit on games per developer per year on the system which had a three letter abbreviation and was also the platform for Pictionary?

<P0-S0> 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. <P0-S1> 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. <SEP> <P1-S0> Pictionary, taglined The Game of Video Quick Draw, is a video board game developed by Software Creations and published by LJN for the Nintendo Entertainment System. <P1-S1> It is based on the board game of the same name. <P1-S2> Players may play in up to four teams of unlimited players. <SEP> <P2-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. <P2-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. <P2-S2> cartridges could not be returned to nintendo, so publishers assumed all the risk. <P2-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. <P2-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. <P2-S5> a 1988 shortage of dram and rom chips also reportedly caused nintendo to only permit 25% of publishers' requests for cartridges. <P2-S6> this was an average figure, with some publishers receiving much higher amounts and others almost none. <P2-S7> gamespy noted that nintendo's "iron-clad terms" made the company many enemies during the 1980s. <P2-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> <P3-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?) <P3-S1> (also known by the portmanteau abbreviation Famicom (ファミコン, Famikon?) <P3-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. <P3-S3> The Nintendo Entertainment System (also abbreviated as NES) is an 8-bit home video game console that was developed and manufactured by Nintendo. <P3-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. <P3-S5> It was succeeded by the Super Nintendo Entertainment System. <SEP> <P4-S0> philips at first marketed cd-i as a family entertainment product, and avoided mentioning video games to not compete against game consoles. <P4-S1> early software releases focused heavily on educational, music, and self-improvement titles, with only a few games, many of them adaptations of board games such as connect four. <P4-S2> however, the system was handily beaten in the market for multimedia devices by cheap low-end pcs, and the games were the best-selling software. <P4-S3> by 1993 philips encouraged ms-dos and console developers to create games, introduced a $250 peripheral with more memory and support for full-motion video, and added to new consoles a second controller port for multiplayer games.the attempts to develop a foothold in the games market were unsuccessful, as the system was designed strictly as a multimedia player and thus was under-powered compared to other gaming platforms on the market in most respects. <P4-S4> earlier cd-i games included entries in popular nintendo franchises, although those games were not developed by nintendo. <P4-S5> specifically, a mario game (titled hotel mario), and three legend of zelda games were released: zelda: the wand of gamelon, link: the faces of evil and zelda's adventure. <P4-S6> nintendo and philips had established an agreement to co-develop a cd-rom enhancement for the super nintendo entertainment system due to licensing disagreements with nintendo's previous partner sony (an agreement that produced a prototype console called the snes-cd). <P4-S7> while philips and nintendo never released such a cd-rom add-on, philips was still contractually allowed to continue using nintendo characters.