Sort of, open to intepretation
The D&D 3.5 Dungeon Master's Guide, p.28, has a "fumbles" variant:
If you want to model the chance that in combat a character could fumble his weapon, then when a player rolls a 1 on his attack roll, have him make a DC 10 Dexterity check. If he fails, his character fumbles. You need to decide what it means to fumble, but in general, that character should probably lose a turn of activity as he regains his balance, picks up a dropped weapon, clears his head, steadies himself, or whatever.
Losing a turn of activity could be interpreted to mean that you lose your current turn. If you had multiple attacks in that turn, it would be possible to hit with the first one before losing your turn, which could easily lead to the situation where rolling a 1 causes you to lose your turn when already partway through your iterative attacks. I would probably interpret it as losing your next turn, but I can see the logic that it wouldn't make sense to continue your multiple attacks this turn and lose the next. If rolling a 1 is interpreted as dropping your weapon, it wouldn't make as much sense to keep making attacks after you drop it.
Losing an entire next turn also isn't much fun, but critically missing all attacks this turn is a more reasonable experience.
I can't find any other fumble rules in the DMG, DMG2 or Unearthed Arcana, or any 3.5-era Dragon articles on fumbles, so my guess is that there are probably no other fumble rules in an official D&D product.