diff --git a/source/games/blood/src/player.cpp b/source/games/blood/src/player.cpp
index cda8a9355..28ae4aec8 100644
--- a/source/games/blood/src/player.cpp
+++ b/source/games/blood/src/player.cpp
@@ -1327,7 +1327,8 @@ void ProcessInput(PLAYER *pPlayer)
     else if (pPlayer->restTime >= 0)
         pPlayer->restTime += 4;
 
-    pPlayer->isRunning = !!(pInput->actions & SB_RUN) && pPlayer->restTime <= 10;
+    // This was just too broken. Every single place in the game depending on 'isRunning' will misbehave if this is set because originally it never worked as intended.
+    pPlayer->isRunning = false;// !!(pInput->actions& SB_RUN) && pPlayer->restTime <= 10;
 
     WeaponProcess(pPlayer);
     if (pXSprite->health == 0)
diff --git a/source/games/blood/src/sbar.cpp b/source/games/blood/src/sbar.cpp
index 2d8104c30..fe6f16a07 100644
--- a/source/games/blood/src/sbar.cpp
+++ b/source/games/blood/src/sbar.cpp
@@ -623,8 +623,8 @@ private:
             else
                 DrawStatSprite(nTile, x, y, 40, 5);
         }
-        DrawStatMaskedSprite(2202, 118.5, 185.5, pPlayer->isRunning ? 16 : 40);
-        DrawStatMaskedSprite(2202, 201.5, 185.5, pPlayer->isRunning ? 16 : 40);
+        DrawStatMaskedSprite(2202, 118.5, 185.5, /*pPlayer->isRunning ? 16 :*/ 40);
+        DrawStatMaskedSprite(2202, 201.5, 185.5, /*pPlayer->isRunning ? 16 :*/ 40);
         if (pPlayer->throwPower)
         {
             TileHGauge(2260, 124, 175.5, pPlayer->throwPower, 65536);