For Moldvay Basic and Rules Cyclopedia yes, but a steeper jump in missiles with two extra missiles only every five levels gained instead of one missile every two levels in AD&D and 3e. Same for the OD&D magic missile but notably it has no indication that it is auto hit.
Moldvay Basic:
Magic Missile Range: 150'
Duration: 1 turn
A magic missile is a glowing arrow, created and shot by magic, which does 2-7 (Id6+1) points of damage to any creature it strikes. It will automatically hit any visible target. For every 5 levels the caster has gained, he or she may shoot two more missiles when casting the spell. EXAMPLE: a 6th level magic-user may cast three missiles. These may be shot at one target, or the caster may choose to cast the missiles at different targets.
1e:
Magic Missile (Evocation)
Level: 1 Components: V, S
Range: 6” + 1”/level Casting Time: 1 segment
Duration: Special Saving Throw: None
Area of Effect: One or more creatures in a 10 square foot area
Explanation/Description: Use of the magic missile spell creates one or more magical missiles which dart forth from the magic-user’s fingertip and unerringly strike their target. Each missile does 2 to 5 hit points (d4 + 1) of damage. If the magic-user has multiple missile capability, he or she can have them strike a single target creature or several creatures, as desired. For each level of experience of the magic-user, the range of his or her magic missile extends 1” beyond the 6” base range. For every 2 levels of experience, the magic-user gains an additional missile, i.e. 2 at 3rd level, 3 at 5th level, 4 at 7th level, etc.
OE Greyhawk:
Magic Missile: This is a conjured missile equivalent to a magic arrow, and it does full damage (2–7 points) to any creature it strikes. For every five levels the magic-user has attained he may add an additional two missiles when employing this spell, so a 6th-level magic-user may cast three magic missiles at his target, an 11th level magic-user casts five, and so on. Range 15”.